#include "aClient.h"
#include "config.h"
#include "extern.h"
+#include "player.h"
+#include "pouch.h"
#include "flags.h"
#include "list.h"
+#include "level.h"
#include "sockhelp.h"
+#include "item.h"
#include <cctype>
#include <fstream>
+#include <stdlib.h>
+#include <list>
+#include <iterator>
-using std::ifstream;
-using std::ofstream;
-using std::ios;
+using namespace std;
#if defined(HAVE_CRYPT_H)
#endif
-// this will be hash.cpp start
-// thank you wcampbel
-unsigned long sHASH(const unsigned char *name);
-unsigned long iHASH(const unsigned char *name);
-List<aClient> players[U_TABLE_SIZE];
-// this will be hash.cpp end
-
-
-Monster *monsters[LEVELS][MONSTERS]; // Monsters per level. Total = MONSTERS * LEVELS
-Monster boss; // The boss monster
-
-Monster *masters[LEVELS]; // A master for each level
+Monster dragon; // The current dragon
+Level levels[LEVELS]; // The newest way to store monsters
+list<item*> Items; // The master list of items
+list<tavernItem> tavern; // The list of items available at the tavern
+list<item*> store; // The list of items available at the store
// Database functions
int save_gs_dbase();
int load_gs_dbase();
+int load_items();
+int load_tavern();
+int load_store();
+int load_dragon();
+int save_dragon();
+
+item *findItemByID(int id);
+item *findStoreItemByID(int id);
+tavernItem *findTavernItemByID(int id);
// String functions
#ifndef HAVE_STRTOK
/********** Password functions **********/
-bool passcmp(char *encrypted, char *plaintext); // Compares an encrypted pass with a plain text one
+bool passcmp(const char *encrypted, char *plaintext); // Compares an encrypted pass with a plain text one
bool check_password(char *name, char *plaintext); // Finds a password for the given name, and checks it with passcmp against the plaintext password given.
bool shuttingdown;
bool timedOut(Player *p);
-void updateTS(Player *p);
+void updateTS(Player *p);
void timeOutEvent(Player *p);
bool is_playing(char *u); // True if the given nickname in the clients list is playing.
bool master_fight(char *u); // True if the player is fighting their master.
bool master_fight(aClient *user);
+bool dragon_fight(char *u); // True if the player is fighting the dragon.
+bool dragon_fight(aClient *user);
+
/********** GameServ Booleans **********/
void display_help(char *u, char *file = NULL);
char *spaces(int len, char *seperator);
void refresh(Player *p);
void refreshall();
+void rollover(Player *p);
+void rolloverall();
+
void updateTS(Player *p);
void reset(Player *p);
-void init_masters();
-void init_monsters();
+bool load_masters();
bool load_monsters();
+bool load_levels();
void delete_monsters();
-void delete_masters();
void do_admin(char *u);
void do_attack(char *u);
void do_bank(char *u);
+void do_check(char *u);
+void do_equip(char *u);
void do_fight(char *u);
void do_heal(char *u);
void do_help(char *u);
void do_quitg(char *u);
void do_reset(char *u);
void do_run(char *u);
+void do_set(char *u);
void do_stats(char *u);
void do_store(char *u);
void do_tavern(char *u);
void logout(aClient *user);
void showstats(const char *u, const char *nick);
-void showinventory(aClient *from, aClient *to);
+void showTavern(aClient *user);
+void showinventory(Player *from, aClient *to);
void showBankBalance(const char *u);
void end_turn(aClient *user);
#define WNA 16
-char *weapons[WNA] = { "Fists", "Stick", "Dagger", "Quarterstaff", "Short Sword",
- "Long Sword", "Silver Spear", "Battle Axe", "The Ragnarok",
- "Chain Saw", "Poison Sword", "Flame Sword", "Earth Hammer",
- "Light Saber", "Masamune", "Mystical Sword"};
-
-char *armors[WNA] = { "Birthday Suit", "Clothes", "Leather Vest", "Chain Mail", "Plate Armor",
- "Full Body Armor", "Magic Mail", "Graphite Suit", "Steel Suit",
- "Force Field", "Armor of Light", "Mythril Vest", "DemiGod Armor",
- "Hades' Cloak", "Dragon Scales", "Adamantium"};
-
-int prices[WNA - 1] = {200, 1000, 3000, 10000, 30000, 100000, 150000, 200000, 400000,
- 1000000, 4000000, 10000000, 40000000, 100000000, 400000000};
-int webonus[WNA] = {2, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
-int arbonus[WNA] = {2, 3, 5, 10, 15, 25, 35, 50, 75, 100, 150, 225, 300, 400, 600, 1000};
int hpbonus[11] = {10, 15, 20, 30, 50, 75, 125, 185, 250, 350, 550};
int strbonus[11] = {5, 7, 10, 12, 20, 35, 50, 75, 110, 150, 200};
log("Source: %s Command: %s", source, cmd);
#endif
- struct tm *tm;
- time_t ti;
- time(&ti);
- tm = localtime(&ti);
-
- int curday = tm->tm_mday;
-
- if (curday != day)
- {
- refreshall();
- day = curday;
- save_day(); // here i come to save the day!
- }
-
if (strnicmp(cmd, "\1PING", 6) == 0)
{
char *ts;
else
do_forest(source);
- } else if (stricmp(cmd, "FIGHT") == 0) {
- do_fight(source);
+ } else if (stricmp(cmd, "ADMIN") == 0) {
+ do_admin(source);
} else if (stricmp(cmd, "ATTACK") == 0) {
do_attack(source);
- } else if (stricmp(cmd, "RUN") == 0) {
- do_run(source);
- } else if (stricmp(cmd, "USE") == 0) {
- do_use(source);
+ } else if (stricmp(cmd, "BANK") == 0) {
+ do_bank(source);
+ } else if (stricmp(cmd, "CHECK") == 0) {
+ do_check(source);
+ } else if (stricmp(cmd, "DRAGON") == 0) {
+ do_dragon(source);
+ } else if (stricmp(cmd, "EQUIP") == 0) {
+ do_equip(source);
+ } else if (stricmp(cmd, "FIGHT") == 0) {
+ do_fight(source);
} else if (stricmp(cmd, "HEAL") == 0) {
do_heal(source);
+ } else if (stricmp(cmd, "HELP") == 0) {
+ do_help(source);
+ } else if (stricmp(cmd, "IDENTIFY") == 0) {
+ do_identify(source);
} else if (stricmp(cmd, "INVENTORY") == 0) {
do_inventory(source);
- } else if (stricmp(cmd, "MASTER") == 0) {
- do_master(source);
- } else if (stricmp(cmd, "DRAGON") == 0) {
- do_dragon(source);
- } else if (stricmp(cmd, "STORE") == 0) {
- do_store(source);
- } else if (stricmp(cmd, "BANK") == 0) {
- do_bank(source);
- } else if (stricmp(cmd, "ADMIN") == 0) {
- do_admin(source);
- } else if (stricmp(cmd, "REFRESH") == 0) {
- do_refresh(source);
- } else if (stricmp(cmd, "RESET") == 0) {
- do_reset(source);
- } else if (stricmp(cmd, "TAVERN") == 0) {
- do_tavern(source);
} else if (stricmp(cmd, "LIST") == 0) {
do_list(source);
} else if (stricmp(cmd, "LOGOUT") == 0) {
do_logout(source);
+ } else if (stricmp(cmd, "MASTER") == 0) {
+ do_master(source);
+ } else if (stricmp(cmd, "NEWS") == 0) {
+ do_news(source);
} else if (stricmp(cmd, "REGISTER") == 0) {
do_register(source);
- } else if (stricmp(cmd, "IDENTIFY") == 0) {
- do_identify(source);
- } else if (stricmp(cmd, "HELP") == 0) {
- do_help(source);
+ } else if (stricmp(cmd, "REFRESH") == 0) {
+ do_refresh(source);
+ } else if (stricmp(cmd, "RESET") == 0) {
+ do_reset(source);
+ } else if (stricmp(cmd, "RUN") == 0) {
+ do_run(source);
+ } else if (stricmp(cmd, "SET") == 0) {
+ do_set(source);
} else if (stricmp(cmd, "STATS") == 0) {
do_stats(source);
+ } else if (stricmp(cmd, "STORE") == 0) {
+ do_store(source);
+ } else if (stricmp(cmd, "TAVERN") == 0) {
+ do_tavern(source);
+ } else if (stricmp(cmd, "USE") == 0) {
+ do_use(source);
} else if (stricmp(cmd, "SHUTDOWN") == 0) {
aClient *user;
}
else if (stricmp(cmd2, "MONSTERS") == 0)
{
- notice(s_GameServ, source, "Loading monster data from %s", monsterdata);
+ notice(s_GameServ, source, "Loading monster data");
load_monsters();
}
else
char *rest = strtok(NULL, "");
raw("%s", rest);
}
+ } else if (stricmp(cmd, "PRINT") == 0) {
+ for (int x = 0; x < LEVELS; x++)
+ levels[x].monsters.print();
+ } else if (stricmp(cmd, "RANDOM") == 0) {
+ char *rstr = strtok(NULL, "");
+ range trange;
+ trange.setRange(rstr);
+ notice(s_GameServ, source, "Random number in that range: %d", trange.random());
#endif
} else {
aClient *user;
if (!(ni = findplayer(nick)))
- {
+ {
notice(s_GameServ, u, "%s not found", nick);
- }
+ }
else if (ni->stats)
- {
- notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->name);
-
- sprintf(buf, "Experience: %ld", ni->stats->exp);
+ {
+ notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->getName().c_str());
+
+ sprintf(buf, "Experience: %ld", ni->stats->getExp());
space = spaces(strlen(buf), " ");
notice(s_GameServ, sender->getNick(), "%s%sLevel: %d", buf, space,
- ni->stats->level);
+ ni->stats->getLevel());
delete [] space;
-
- sprintf(buf, "Gold: %ld", ni->stats->gold);
+
+ sprintf(buf, "Gold: %ld", ni->stats->getGold());
space = spaces(strlen(buf), " ");
- notice(s_GameServ, sender->getNick(), "%s%sGold in Bank: %ld", buf, space, ni->stats->bank);
+ notice(s_GameServ, sender->getNick(), "%s%sGold in Bank: %ld", buf, space, ni->stats->getBank());
delete [] space;
-
- notice(s_GameServ, sender->getNick(), "Hit Points: %d of %d", ni->stats->hp,
- ni->stats->maxhp);
-
- sprintf(buf, "Strength: %d", ni->stats->strength + webonus[ni->stats->weapon]);
+
+ notice(s_GameServ, sender->getNick(), "Hit Points: %d of %d", ni->stats->getHP(),
+ ni->stats->getMaxHP());
+
+ sprintf(buf, "Strength: %d", ni->stats->getStrength());
space = spaces(strlen(buf), " ");
notice(s_GameServ, sender->getNick(), "%s%sDefense: %d",
- buf, space, ni->stats->defense + arbonus[ni->stats->armor]);
+ buf, space, ni->stats->getDefense());
delete [] space;
-
- sprintf(buf, "Armor: %s", armors[ni->stats->armor]);
+
+ sprintf(buf, "Armor: %s", (ni->stats->getArmor() ? ni->stats->getArmor()->getName().c_str() : "Nothing"));
space = spaces(strlen(buf), " ");
+
notice(s_GameServ, sender->getNick(), "%s%sWeapon: %s", buf, space,
- weapons[ni->stats->weapon]);
+ (ni->stats->getWeapon() ? ni->stats->getWeapon()->getName().c_str() : "Fists"));
+
delete [] space;
-
- sprintf(buf, "Forest Fights: %d", ni->stats->forest_fights);
+
+ sprintf(buf, "Forest Fights: %d", ni->stats->getForestFights());
space = spaces(strlen(buf), " ");
- notice(s_GameServ, sender->getNick(), "%s%sPlayer Fights: %d", buf, space, ni->stats->player_fights);
+ notice(s_GameServ, sender->getNick(), "%s%sPlayer Fights: %d", buf, space, ni->stats->getPlayerFights());
delete [] space;
- Pouch *inv = &ni->stats->inventory;
-
- notice(s_GameServ, u, "Potions");
- sprintf(buf, "Healing: %d", inv->Healing());
- space = spaces(strlen(buf), " ");
- notice(s_GameServ, sender->getNick(), "%s%sHP: %d", buf,
- space, inv->HP());
- delete [] space;
-
- sprintf(buf, "Strength: %d", inv->Strength());
- space = spaces(strlen(buf), " ");
- notice(s_GameServ, sender->getNick(), "%s%sDefense: %d", buf,
- space, inv->Defense());
- delete [] space;
- }
+ if (ni == sender || isAdmin(sender))
+ {
+ showinventory(ni->stats, sender);
+ }
+ }
else
- {
- notice(s_GameServ, u, "%s is not playing!", ni->stats->name);
- }
+ {
+ notice(s_GameServ, u, "%s is not playing!", ni->stats->getName().c_str());
+ }
delete [] buf;
}
case 'd': sprintf(input, "%s%d", input, va_arg(args, int)); break;
case 's': sprintf(input, "%s%s", input, va_arg(args, char *)); break;
case 'S': sprintf(input, "%s%s", input, s_GameServ); break;
+ case 'c': sprintf(input, "%s%c", input, va_arg(args, int)); break;
case 'l':
if (*++t == 'd')
sprintf(input, "%s%ld", input, va_arg(args, long int)); break;
}
#endif
+void do_check(char *u)
+{
+ int days, hours, minutes, seconds;
+ long complete;
+ complete = (lastrefresh + refreshperiod) - time(NULL);
+ days = complete / 86400;
+ hours = (complete % 86400) / 3600;
+ minutes = (complete % 86400) % 3600 / 60;
+ seconds = (complete % 86400) % 3600 % 60;
+
+ notice(s_GameServ, u, "Time left to next refresh: %dd %dh %dm %ds",
+ days, hours, minutes, seconds);
+
+ if (isRolloverForestFights())
+ {
+ complete = (lastrollover + rolloverperiod) - time(NULL);
+
+ days = complete / 86400;
+ hours = (complete % 86400) / 3600;
+ minutes = (complete % 86400) % 3600 / 60;
+ seconds = (complete % 86400) % 3600 % 60;
+
+ notice(s_GameServ, u, "Time left to next rollover: %dd %dh %dm %ds",
+ days, hours, minutes, seconds);
+ }
+}
+
void do_list(char *u)
{
aClient *user;
{
while(temp)
{
- if (!cmd || is_playing(temp->getData()))
+ if (cmd || is_playing(temp->getData()))
{
if (!header)
{
}
#ifdef P10
notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getRealNick(),
- temp->getData()->stats->name);
+ temp->getData()->stats->getName().c_str());
#else
notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(),
- temp->getData()->stats->name);
+ temp->getData()->stats->getName().c_str());
#endif
}
notice(s_GameServ, u, "End of List");
}
+void do_set(char *u)
+{
+ aClient *user, *target;
+ char *name = strtok(NULL, " ");
+ char *cmd = strtok(NULL, " ");
+ char *cmd2;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. "\
+ "Buf: %s LOGOUT", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
+ }
+ else if (!name || !cmd)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|ALIVE|SEEN MASTER} {STRING|NUMBER|TRUE|FALSE}");
+ return;
+ }
+ else if (!(target = findplayer(name)))
+ {
+ // Back the pointers up... they didn't send a name probably
+ cmd2 = cmd;
+ cmd = name;
+ target = user;
+
+ if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to set things for yourself!");
+ return;
+ }
+ }
+ else
+ {
+ cmd2 = strtok(NULL, " ");
+ }
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|ALIVE|SEEN MASTER} {STRING|NUMBER|TRUE|FALSE}");
+ return;
+ }
+
+ // Regardless of the previous if/else, if it got here, we know we have the cmd pointer at the right spot.
+ if (stricmp(cmd, "PASSWORD") == 0)
+ {
+ // Person is looking to change their password
+ // If they're an admin, or it's theirself, allow it
+ // cmd2 is pointing to the password now
+ if (isAdmin(user) || user == target)
+ {
+ target->stats->setPassword(cmd2);
+ notice(s_GameServ, u, "Password successfully changed");
+ }
+ else if (user != target && !isAdmin(user))
+ {
+ notice(s_GameServ, u, "You must be a %S admin to set other peoples' passwords.");
+ return;
+ }
+ }
+ else if (stricmp(cmd, "BANK") == 0 || stricmp(cmd, "BALANCE") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd, "BANK") == 0)
+ {
+ cmd2 = strtok(NULL, " "); // Need an extra parameter for set bank balance
+ }
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] [BANK] BALANCE <NUMBER>");
+ return;
+ }
+
+ target->stats->setBank(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Bank balance changed to %ld!", target->stats->getBank());
+ }
+ else if (stricmp(cmd, "PLAYER") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd2, "FIGHTS") != 0)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] PLAYER FIGHTS <NUMBER>");
+ return;
+ }
+ else
+ {
+ cmd2 = strtok(NULL, " ");
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] PLAYER FIGHTS <NUMBER>");
+ return;
+ }
+ target->stats->setPlayerFights(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Player fights changed to %d!", target->stats->getPlayerFights());
+ }
+ }
+ else if (stricmp(cmd, "FOREST") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd2, "FIGHTS") != 0)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] FOREST FIGHTS <number>");
+ return;
+ }
+ else
+ {
+ cmd2 = strtok(NULL, " ");
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] FOREST FIGHTS <NUMBER>");
+ return;
+ }
+
+ target->stats->setForestFights(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Forest fights changed to %d!", target->stats->getForestFights());
+ }
+ }
+ else if (stricmp(cmd, "GOLD") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] GOLD <NUMBER>");
+ return;
+ }
+ target->stats->setGold(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Gold set to %ld", target->stats->getGold());
+ return;
+ }
+ }
+ else if (stricmp(cmd, "STRENGTH") == 0 && stricmp(cmd2, "POTIONS") != 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] STRENGTH <NUMBER>");
+ return;
+ }
+
+ target->stats->setStrength(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Strength set to %d", target->stats->getStrength());
+ return;
+ }
+ }
+ else if (stricmp(cmd, "DEFENSE") == 0 && stricmp(cmd2, "POTIONS") != 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] DEFENSE <NUMBER>");
+ return;
+ }
+
+ target->stats->setDefense(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Defense set to %d", target->stats->getDefense());
+ return;
+ }
+ }
+ else if (stricmp(cmd, "HP") == 0 && stricmp(cmd2, "POTIONS") != 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] HP <NUMBER>");
+ return;
+ }
+ target->stats->setHP(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "HP set to %d", target->stats->getHP());
+ return;
+ }
+ }
+ else if (stricmp(cmd, "MAXHP") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] MAXHP <NUMBER>");
+ return;
+ }
+ target->stats->setMaxHP(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "MaxHP set to %d", target->stats->getMaxHP());
+ return;
+ }
+ }
+ else if (stricmp(cmd, "EXPERIENCE") == 0 || stricmp(cmd, "EXP") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] {EXPERIENCE|EXP} <NUMBER>");
+ return;
+ }
+
+ target->stats->setExp(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Exp set to %ld", target->stats->getExp());
+ return;
+ }
+ }
+ else if (stricmp(cmd, "LEVEL") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] LEVEL <NUMBER>");
+ return;
+ }
+ target->stats->setLevel(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Level set to %d", target->stats->getLevel());
+ return;
+ }
+ }
+ else if (stricmp(cmd, "ALIVE") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] ALIVE TRUE|FALSE");
+ return;
+ }
+ else if (stricmp(cmd2, "TRUE") == 0)
+ {
+ notice(s_GameServ, u, "%s has been Resurrected!", target->stats->getName().c_str());
+ setAlive(target->stats);
+ }
+ else
+ {
+ notice(s_GameServ, u, "%s is now dead!", target->stats->getName().c_str());
+ clearAlive(target->stats);
+ }
+ }
+ }
+ else if (stricmp(cmd, "SEEN") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd2, "MASTER") != 0)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] SEEN MASTER {TRUE|FALSE}");
+ return;
+ }
+ else
+ {
+ cmd2 = strtok(NULL, " ");
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NICK] SEEN MASTER {TRUE|FALSE}");
+ return;
+ }
+ else if (stricmp(cmd2, "TRUE") == 0)
+ {
+ notice(s_GameServ, u, "%s has seen their master now.", target->stats->getName().c_str());
+ target->stats->addFlag(FLAG_MASTER);
+ }
+ else
+ {
+ notice(s_GameServ, u, "%s has not seen their master now.", target->stats->getName().c_str());
+ target->stats->remFlag(FLAG_MASTER);
+ }
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "Unknown command: SET %s", cmd);
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|ALIVE|SEEN MASTER} {STRING|NUMBER|TRUE|FALSE}");
+ return;
+ }
+}
void do_logout(char *u)
{
}
else
{
- notice(s_GameServ, u, "Logging out %s", user->stats->name);
+ notice(s_GameServ, u, "Logging out %s", user->stats->getName().c_str());
logout(user);
}
}
{
ListNode<aClient> *it;
aClient *temp;
- unsigned long hv = iHASH((unsigned char *) user->stats->name);
+ unsigned long hv = iHASH((unsigned char *) user->stats->getName().c_str());
it = players[hv].Find(user);
if (!it)
temp = new aClient;
temp->stats = new Player;
temp->stats->setData(user->stats);
- user->stats->client = NULL;
+ user->stats->setClient(NULL);
if (player_fight(user))
- user->stats->battle->stats->battle = NULL;
+ user->stats->getBattle()->stats->delBattle();
delete user->stats;
user->stats = NULL;
- temp->stats->client = NULL;
- #ifdef P10
- temp->setRealNick("Not Playing");
- #endif
+ temp->stats->setClient(NULL);
+#ifdef P10
+ temp->setRealNick("Not Playing");
+#endif
temp->setNick("Not Playing");
it->setNewPtr(temp);
- #ifdef DEBUGMODE
- log("Logged out player %s",
- #ifdef P10
- user->getRealNick()
- #else
- user->getNick()
- #endif
+#ifdef DEBUGMODE
+ log("Logged out player %s",
+#ifdef P10
+ user->getRealNick()
+#else
+ user->getNick()
+#endif
);
- #endif
+#endif
}
clearPlaying(user);
}
void do_register(char *u)
{
- char *password, *name;
- aClient *user;
- name = strtok(NULL, " ");
- password = strtok(NULL, " ");
-
- static char saltChars[] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
- static char salt[3];
-
- salt[0] = saltChars[rand() % strlen(saltChars)];
- salt[1] = saltChars[rand() % strlen(saltChars)];
- salt[2] = '\0';
-
- if (!name)
+ char *password, *name;
+ aClient *user;
+ name = strtok(NULL, " ");
+ password = strtok(NULL, " ");
+
+ if (!name)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
+ notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
}
- else if (!password)
+ else if (stricmp(name, s_GameServ) == 0)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
+ notice(s_GameServ, u, "You can't use %S as a name!");
+ return;
}
- else if ((user = findplayer(name)))
+ else if (!password)
{
- notice(s_GameServ, u, "%s is already registered!", name);
- notice(s_GameServ, u, "Choose another name!");
+ notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
}
- else if (!(user = find(u)))
+ else if ((user = findplayer(name)))
{
- log("Fatal Error: Couldn't find %s in the clients list", u);
+ notice(s_GameServ, u, "%s is already registered!", name);
+ notice(s_GameServ, u, "Choose another name!");
}
- else if (isIgnore(user))
+ else if (!(user = find(u)))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+ log("Fatal Error: Couldn't find %s in the clients list", u);
}
- else
+ else if (isIgnore(user))
+ {
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
+ }
+ else
{
- if (!is_playing(user))
+ if (!is_playing(user))
{
- ListNode<aClient> *temp;
- user->stats = new Player(user);
- user->stats->client = user; // Set the backwards pointer
- user->stats->reset(); // set the user up
- strncpy(user->stats->password, crypt(password, salt), 255);
- strncpy(user->stats->name, name, 255);
- unsigned long hv = iHASH((unsigned char *) name);
- updateTS(user->stats);
- temp = players[hv].insertAtBack_RLN(user);
- temp->setPtr(user); // This is an extra step, but necessary for now
-
- notice(s_GameServ, u, "Player %s registered with password %s.", user->stats->name, password);
- notice(s_GameServ, u, "Write this password down. If you lose it, there is no way to retrieve it!");
- log("Nickname %s registered player %s.", u, user->stats->name);
- setPlaying(user); // set the playing flag
- }
- else
- {
- notice(s_GameServ, u, "Already registered. Contact a %S admin for help.");
- }
+ ListNode<aClient> *temp;
+ item *tempItem;
+ user->stats = new Player();
+ user->stats->setClient(user); // Set the backwards pointer
+ user->stats->reset(); // set the user up
+ user->stats->setPassword(password);
+ user->stats->setName(name);
+ unsigned long hv = iHASH((unsigned char *) name);
+ updateTS(user->stats);
+ temp = players[hv].insertAtBack_RLN(user);
+ temp->setPtr(user); // This is an extra step, but necessary for now
+
+ // Update the last login time
+ user->stats->lastlogin = time(NULL);
+
+ notice(s_GameServ, u, "Player %s registered with password %s.", user->stats->getName().c_str(), password);
+ notice(s_GameServ, u, "Write this password down. If you lose it, there is no way to retrieve it!");
+ log("Nickname %s registered player %s.", u, user->stats->getName().c_str());
+ setPlaying(user); // set the playing flag
+ tempItem = findItemByID(3001);
+ user->stats->inventory->addItem((*Items.begin()))->use(user->stats); // Add the stick
+ user->stats->inventory->addItem(tempItem)->use(user->stats); // Add Clothes
+ }
+ else
+ {
+ notice(s_GameServ, u, "Already registered. Contact a %S admin for help.");
+ }
}
}
void do_identify(char *u)
{
- char *password, *name;
- aClient *user, *p;
- name = strtok(NULL, " ");
- password = strtok(NULL, " ");
- if (!password || !name)
+ char *password, *name;
+ aClient *user, *p;
+ name = strtok(NULL, " ");
+ password = strtok(NULL, " ");
+ if (!password || !name)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S IDENTIFY NAME PASSWORD");
+ notice(s_GameServ, u, "SYNTAX: /msg %S IDENTIFY NAME PASSWORD");
}
- else if (!(user = find(u)))
+ else if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal error. Cannot find aClient. Buf: %s", strtok(NULL, ""));
- log("Error: aClient not found: %s", u);
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. Buf: %s", strtok(NULL, ""));
+ log("Error: aClient not found: %s", u);
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!(p = findplayer(name)) || !p->stats)
- notice(s_GameServ, u, "Player %s not found", name);
- else if (is_playing(user))
+ else if (!(p = findplayer(name)) || !p->stats)
+ notice(s_GameServ, u, "Player %s not found", name);
+ else if (is_playing(user))
{
- notice(s_GameServ, u, "You are already playing!");
+ notice(s_GameServ, u, "You are already playing!");
}
- else if (p->stats->client != NULL && !isAdmin(user))
+ else if (p->stats->getClient() != NULL && !isAdmin(user))
{
- notice(s_GameServ, u, "That player has already identified.");
+ notice(s_GameServ, u, "That player has already identified.");
}
- else if (!check_password(name, password) && !isAdmin(user))
+ else if (!check_password(name, password) && !isAdmin(user))
{
- notice(s_GameServ, u, "Password incorrect");
+ notice(s_GameServ, u, "Password incorrect");
}
- else {
- ListNode<aClient> *temp;
- unsigned long hv = iHASH((unsigned char *) p->stats->name);
- temp = players[hv].Find(p);
- if (!temp)
+ else
{
- notice(s_GameServ, u, "Fatal error. Contact %S Admin. Buf: %s",
- strtok(NULL, ""));
- return;
- }
- user->stats = new Player(p->stats->name);
- #ifdef DEBUGMODE
+ ListNode<aClient> *temp;
+ unsigned long hv = iHASH((unsigned char *) p->stats->getName().c_str());
+ temp = players[hv].Find(p);
+ if (!temp)
+ {
+ notice(s_GameServ, u, "Fatal error. Contact %S Admin. Buf: %s",
+ strtok(NULL, ""));
+ return;
+ }
+ user->stats = new Player(p->stats->getName());
+#ifdef DEBUGMODE
log("Setting data for identified");
- #endif
- user->stats->setData(p->stats);
- user->stats->client = user;
- updateTS(user->stats);
-
-
- #ifdef DEBUGMODE
- log("Player %s IRC: %s Identified", user->stats->name,
- user->getNick());
- #endif
-
- setPlaying(user); // set the playing flag
-
- temp->setPtr(user);
- notice(s_GameServ, u, "Password Accepted. Identified.");
+#endif
+ user->stats->setData(p->stats);
+ user->stats->setClient(user);
+ updateTS(user->stats);
+
+
+#ifdef DEBUGMODE
+ log("Player %s IRC: %s Identified", user->stats->getName().c_str(),
+ user->getNick());
+#endif
+
+ setPlaying(user); // set the playing flag
+
+ temp->setPtr(user);
+
+ // Update the last login time
+ user->stats->lastlogin = time(NULL);
+
+ notice(s_GameServ, u, "Password Accepted. Identified.");
+ showNews(u, todaysnews);
}
}
void do_stats(char *u)
{
- char *nick;
- aClient *user;
-
- nick = strtok(NULL, " ");
-
- if (!(user = find(u)))
+ char *nick;
+ aClient *user;
+
+ nick = strtok(NULL, " ");
+
+ if (!(user = find(u)))
{
- log("Fatal Error: %s not found in client list", u);
- return;
+ log("Fatal Error: %s not found in client list", u);
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!nick)
+ else if (!nick)
{
- if (!is_playing(user))
- {
- notice(s_GameServ, u, "You're not playing, so you have no stats!");
- return;
- }
- else
- {
- updateTS(user->stats);
- showstats(u, user->stats->name);
- }
+ if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You're not playing, so you have no stats!");
+ return;
+ }
+ else
+ {
+ updateTS(user->stats);
+ showstats(u, user->stats->getName().c_str());
+ }
}
- else
+ else
showstats(u, nick);
}
-void init_masters()
+bool load_masters()
{
- #ifdef DEBUGMODE
- log("Calling delete_masters()");
- #endif
-
- delete_masters();
-
- #ifdef DEBUGMODE
- log("Initializing masters");
- #endif
-
- for (int x = 0; x < LEVELS; x++)
- masters[x] = new Monster;
-
- strcpy(masters[0]->name, "Old Bones");
- strcpy(masters[0]->weapon, "Dull Sword Cane");
- masters[0]->strength = 32;
- masters[0]->gold = 0;
- masters[0]->exp = 0;
- masters[0]->maxhp = 35;
- masters[0]->hp = 35;
- strcpy(masters[0]->death, "You have done well my student, but the road is long. Use your new strength with humility and honor as you progress in levels!");
-
- strcpy(masters[1]->name, "Master Chang");
- strcpy(masters[1]->weapon, "Nanchaku");
- masters[1]->strength = 48;
- masters[1]->gold = 0;
- masters[1]->exp = 0;
- masters[1]->maxhp = 51;
- masters[1]->hp = 51;
- strcpy(masters[1]->death, "You try to make out what Master Chang is saying, but the only thing you catch is something about a grasshopper.");
-
- strcpy(masters[2]->name, "Chuck Norris");
- strcpy(masters[2]->weapon, "Ranger Kick");
- masters[2]->strength = 88;
- masters[2]->gold = 0;
- masters[2]->exp = 0;
- masters[2]->maxhp = 100;
- masters[2]->hp = 100;
- strcpy(masters[2]->death, "Be strong, and keep your goals in site. Drink milk, and don't do drugs. One day you may be fighting next to me as a Texas Ranger YEEHAW!");
-
-
- strcpy(masters[3]->name, "Mr. Miagi");
- strcpy(masters[3]->weapon, "Petrified Bonsai");
- masters[3]->strength = 169;
- masters[3]->gold = 0;
- masters[3]->exp = 0;
- masters[3]->maxhp = 165;
- masters[3]->hp = 165;
- strcpy(masters[3]->death, "Skill comes from repeating the correct but seemingly mundane actions. Wax ON, wax OFF!");
-
- strcpy(masters[4]->name, "Jackie Chan");
- strcpy(masters[4]->weapon, "Kung Fu Kick");
- masters[4]->strength = 275;
- masters[4]->gold = 0;
- masters[4]->exp = 0;
- masters[4]->maxhp = 232;
- masters[4]->hp = 232;
- strcpy(masters[4]->death, "I like to let people talk who like to talk... it's easier to find out how full of it they really are!");
-
- strcpy(masters[5]->name, "Jet Li");
- strcpy(masters[5]->weapon, "Motorcycle");
- masters[5]->strength = 347;
- masters[5]->gold = 0;
- masters[5]->exp = 0;
- masters[5]->maxhp = 504;
- masters[5]->hp = 504;
- strcpy(masters[5]->death, "Failure is a fuel for excuses. It's the doing the do, that makes the making.");
-
-
- strcpy(masters[6]->name, "Muhammad Ali");
- strcpy(masters[6]->weapon, "Quick Jab");
- masters[6]->strength = 515;
- masters[6]->gold = 0;
- masters[6]->exp = 0;
- masters[6]->maxhp = 1078;
- masters[6]->hp = 1078;
- strcpy(masters[6]->death, "It's just a job. Grass grows, birds fly, waves pound the sand. I beat people up.");
-
- strcpy(masters[7]->name, "Li Mu Bai");
- strcpy(masters[7]->weapon, "Green Destiny");
- masters[7]->strength = 655;
- masters[7]->gold = 0;
- masters[7]->exp = 0;
- masters[7]->maxhp = 2207;
- masters[7]->hp = 2207;
- strcpy(masters[7]->death, "No growth without resistance. No action without reaction. No desire without restraint.");
-
-
- strcpy(masters[8]->name, "Jimmy Wang Yu");
- strcpy(masters[8]->weapon, "Flying Guillotine");
- masters[8]->strength = 819;
- masters[8]->gold = 0;
- masters[8]->exp = 0;
- masters[8]->maxhp = 2780;
- masters[8]->hp = 2780;
- strcpy(masters[8]->death, "You have beaten the one armed boxer. Proceed with caution!");
-
- strcpy(masters[9]->name, "Wong Fei Hung");
- strcpy(masters[9]->weapon, "Drunken Boxing");
- masters[9]->strength = 1014;
- masters[9]->gold = 0;
- masters[9]->exp = 0;
- masters[9]->maxhp = 3046;
- masters[9]->hp = 3046;
- strcpy(masters[9]->death, "Hiccup! Monkey drinks master's wine!");
-
- strcpy(masters[10]->name, "Bruce Lee");
- strcpy(masters[10]->weapon, "Fists of fury");
- masters[10]->strength = 1286;
- masters[10]->gold = 0;
- masters[10]->exp = 0;
- masters[10]->maxhp = 3988;
- masters[10]->hp = 3988;
- strcpy(masters[10]->death, "You must learn to concentrate. It is like a finger pointing away to the moon... DONT concentrate on the finger, or you will miss all the heavenly glory.");
-}
-
-void init_monsters()
-{
- #ifdef DEBUGMODE
- log("Calling delete_monsters");
- #endif
-
- delete_monsters();
-
- for (int x = 0; x < LEVELS; x++)
- for (int y = 0; y < MONSTERS; y++)
- monsters[x][y] = new Monster();
+ ifstream infile(masterdata);
+ char *buf;
+ int l = 0;
+ buf = new char[1024];
+
+ if (infile.fail())
+ {
+ log("Error opening %s", masterdata);
+ return false;
+ }
+
+#ifdef DEBUGMODE
+ log("Loading masters from %s", masterdata);
+#endif
+
+ for (l = 0; l < LEVELS - 1; l++)
+ {
+ infile.getline(buf, 1024, '\n');
+
+ log("%s", buf);
+ if (buf[0] == '#' || buf[0] == '\n' || buf[0] == '\r')
+ {
+ l--;
+ continue;
+ }
+ else if (buf[0] == '^')
+ break;
+
+ Monster *master = &levels[l].master;
+
+ char *name, *weapon, *strength, *gold, *exp, *maxhp, *death;
+
+
+ name = strtok(buf, "~");
+ weapon = strtok(NULL, "~");
+ strength = strtok(NULL, "~");
+ gold = strtok(NULL, "~");
+ exp = strtok(NULL, "~");
+ maxhp = strtok(NULL, "~");
+ death = strtok(NULL, "~");
+
+ master->name = name;
+ master->weapon = weapon;
+ master->strength = stringtoint(strength);
+ master->gold = stringtoint(gold);
+ master->exp = stringtoint(exp);
+ master->maxhp = stringtoint(maxhp);
+ master->hp = master->maxhp;
+ master->death = death;
+ }
+
+ delete []buf;
+
+ if (l < LEVELS - 1) // We didn't load a master for every level - check data/masters.dat
+ return false;
+ else
+ return true;
}
void delete_monsters()
{
- for (int x = 0; x < LEVELS; x++)
- for (int y = 0; y < MONSTERS; y++)
- if (monsters[x][y])
- delete monsters[x][y];
-}
-
-void delete_masters()
-{
- for (int x = 0; x < LEVELS; x++)
- if (masters[x])
- delete masters[x];
+ for (int x = 0; x < LEVELS; x++)
+ levels[x].monsters.deleteNodes();
}
void display_monster(char *u)
{
- if (is_playing(u))
+ if (is_playing(u))
{
- aClient *user = find(u);
- Player *ni = user->stats;
-
- notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", ni->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", ni->fight->name, ni->fight->hp);
- notice(s_GameServ, u, "Here are your commands:");
- notice(s_GameServ, u, "/msg %S attack");
- notice(s_GameServ, u, "/msg %S run");
- notice(s_GameServ, u, "What will you do?");
+ aClient *user = find(u);
+ Player *ni = user->stats;
+
+ notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", ni->getHP());
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", ni->getMonster()->name.c_str(), ni->getMonster()->hp);
+ notice(s_GameServ, u, "Here are your commands:");
+ notice(s_GameServ, u, "/msg %S attack");
+ notice(s_GameServ, u, "/msg %S run");
+ notice(s_GameServ, u, "What will you do?");
}
}
void display_players(char *u)
{
- aClient *user;
- if (!(user = find(u)))
+ aClient *user;
+ if (!(user = find(u)))
{
- log("Fatal error in display_players(): Couldn't find %s", u);
+ log("Fatal error in display_players(): Couldn't find %s", u);
}
- else
+ else
display_players(user);
}
void display_players(aClient *user)
{
- char *u = user->getNick();
- if (is_playing(user) && player_fight(user))
+ char *u = user->getNick();
+ if (is_playing(user) && player_fight(user))
{
- aClient *battle = user->stats->battle;
- notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", user->stats->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->stats->name, battle->stats->hp);
- notice(s_GameServ, u, "Here are your commands:");
- notice(s_GameServ, u, "/msg %S attack");
- notice(s_GameServ, u, "/msg %S run");
- notice(s_GameServ, u, "What will you do?");
+ aClient *battle = user->stats->getBattle();
+ notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", user->stats->getHP());
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->stats->getName().c_str(), battle->stats->getHP());
+ notice(s_GameServ, u, "Here are your commands:");
+ notice(s_GameServ, u, "/msg %S attack");
+ notice(s_GameServ, u, "/msg %S run");
+ notice(s_GameServ, u, "What will you do?");
}
}
bool is_playing(char *u)
{
- aClient *user;
- if (!(user = find(u)))
+ aClient *user;
+ if (!(user = find(u)))
return false;
- else
+ else
return is_playing(user);
}
bool is_playing(aClient *user)
{
- if (user->stats == NULL)
+ if (user->stats == NULL)
{
- return false;
+ return false;
}
- else if (user->stats->client == NULL)
+ else if (user->stats->getClient() == NULL)
{
- return false;
+ return false;
}
- else if (!FL_is_playing(user))
+ else if (!FL_is_playing(user))
{
- return false;
+ return false;
}
- else
+ else
return true;
}
bool is_fighting(char *u)
{
- aClient *user;
-
- if (!(user = find(u)))
+ aClient *user;
+
+ if (!(user = find(u)))
return false;
- else
+ else
return is_fighting(user);
}
bool is_fighting(aClient *user)
{
- if (!is_playing(user))
+ if (!is_playing(user))
return false;
- else
- return player_fight(user) || master_fight(user) || user->stats->fight != NULL;
+ else
+ return player_fight(user) || master_fight(user) || user->stats->getMonster() != NULL;
}
bool player_fight(char *u)
{
- aClient *user;
-
- if (!(user = find(u)))
+ aClient *user;
+
+ if (!(user = find(u)))
return false;
- else
+ else
return player_fight(user);
}
bool player_fight(aClient *user)
{
- if (!is_playing(user))
+ if (!is_playing(user))
return false;
- else if (user->stats->battle != NULL)
+ else if (user->stats->getBattle() != NULL && is_playing(user->stats->getBattle()))
{
- return user->stats->battle->stats != NULL;
+ return user->stats->getBattle()->stats != NULL;
}
- return false;
+ return false;
}
bool master_fight(char *u)
{
- aClient *user;
-
- if (!(user = find(u)))
+ aClient *user;
+
+ if (!(user = find(u)))
return false;
- else
+ else
return master_fight(user);
}
bool master_fight(aClient *user)
{
- if (!is_playing(user))
+ if (!is_playing(user))
return false;
- else
- return user->stats->master != NULL;
+ else
+ return user->stats->getMaster() != NULL;
}
-void do_fight(char *u)
+bool dragon_fight(char *u)
{
- aClient *ni, *battle;
+ aClient *user;
+ if (!(user = find(u)))
+ return false;
+ else
+ return dragon_fight(user);
+}
- char *nick = strtok(NULL, " ");
+bool dragon_fight(aClient *user)
+{
+ if (!is_playing(user))
+ return false;
+ else
+ return (isDragonFight(user->stats));
+}
- if (!nick)
- {
- notice(s_GameServ, u, "SYNTAX: /msg %S FIGHT PLAYER");
- return;
- }
- else if (!(ni = find(u)))
- {
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
- }
- else if (isIgnore(ni))
+void do_fight(char *u)
+{
+ aClient *ni, *battle;
+
+ char *nick = strtok(NULL, " ");
+
+ if (!nick)
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", ni->getNick());
- #endif
- return;
+ notice(s_GameServ, u, "SYNTAX: /msg %S FIGHT PLAYER");
+ return;
}
- else if (!is_playing(ni))
+ else if (!(ni = find(u)))
{
- notice(s_GameServ, u, "You are not playing!");
- return;
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
}
-
- updateTS(ni->stats);
-
- if (ni->stats->player_fights <= 0)
+ else if (isIgnore(ni))
{
- ni->stats->player_fights = 0; // just to be safe
- notice(s_GameServ, u, "You are out of player fights for the "\
- "day. You have to wait until tomorrow!");
+#ifdef DEBUGMODE
+ log("Ignoring %s.", ni->getNick());
+#endif
+ return;
}
- else if (!(battle = findplayer(nick)))
+ else if (!is_playing(ni))
{
- notice(s_GameServ, u, "Player %s not found!", nick);
+ notice(s_GameServ, u, "You are not playing!");
+ return;
}
- else if (!isAlive(ni->stats))
+
+ updateTS(ni->stats);
+
+ if (ni->stats->getPlayerFights() <= 0)
{
- notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
+ ni->stats->setPlayerFights(0); // just to be safe
+ notice(s_GameServ, u, "You are out of player fights for the "\
+ "day. You have to wait until tomorrow!");
}
- else if (!is_playing(battle))
+ else if (!(battle = findplayer(nick)))
{
- notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
+ notice(s_GameServ, u, "Player %s not found!", nick);
}
-
-/* offline fighting not available yet
- else if (!(fight = finduser(nick)))
+ else if (!isAlive(ni->stats))
{
- ni->stats->battle = battle;
- battle->battle = ni;
- setYourTurn(ni->stats);
- clearYourTurn(battle->stats);
-
- notice(s_GameServ, u, "You decide to fight %s while they're "\
- "not in the realm!",
- battle->stats->name);
- display_players(u);
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
}
-*/
- else if (stricmp(ni->stats->name, battle->stats->name) == 0)
+ else if (!is_playing(battle))
{
- notice(s_GameServ, u, "Are you trying to commit suicide!?");
+ notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
}
- else if (!isAlive(battle->stats))
+
+ /* offline fighting not available yet
+ else if (!(fight = finduser(nick)))
+ {
+ ni->stats->battle = battle;
+ battle->battle = ni;
+ setYourTurn(ni->stats);
+ clearYourTurn(battle->stats);
+
+ notice(s_GameServ, u, "You decide to fight %s while they're "\
+ "not in the realm!",
+ battle->stats->name.c_str());
+ display_players(u);
+ }
+ */
+ else if (stricmp(ni->stats->getName().c_str(), battle->stats->getName().c_str()) == 0)
{
- notice(s_GameServ, u, "They are dead. Cannot fight dead players!");
+ notice(s_GameServ, u, "Are you trying to commit suicide!?");
}
- else if (player_fight(battle))
+ else if (!isAlive(battle->stats))
{
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->battle->stats->name);
+ notice(s_GameServ, u, "They are dead. Cannot fight dead players!");
}
- else if (master_fight(battle))
+ else if (player_fight(battle))
{
- notice(s_GameServ, u, "%s is fighting their master!", battle->stats->name);
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->getName().c_str(), battle->stats->getBattle()->stats->getName().c_str());
}
- else if (is_fighting(battle))
+ else if (master_fight(battle))
{
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->fight->name);
+ notice(s_GameServ, u, "%s is fighting their master!", battle->stats->getName().c_str());
}
- else if (ni->stats->level - battle->stats->level > maxbfightdistance)
+ else if (is_fighting(battle))
{
- // You can't fight someone below you by more than X level(s)
- // level 12 can fight level (12 - X) but not < (12 - X)
- notice(s_GameServ, u, "You may not fight %s. You're too strong!",
- battle->stats->name);
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->getName().c_str(), battle->stats->getMonster()->name.c_str());
}
- else if (battle->stats->level - ni->stats->level > maxafightdistance)
+ else if (ni->stats->getLevel() - battle->stats->getLevel() > maxbfightdistance)
{
- // You can't fight someone above you by more than X level(S)
- // level 1 can fight level (1 + X), but not > (1 + X)
- notice(s_GameServ, u, "%s, do you really have a death wish? Try the forest you "\
- "weakling!", ni->stats->name);
+ // You can't fight someone below you by more than X level(s)
+ // level 12 can fight level (12 - X) but not < (12 - X)
+ notice(s_GameServ, u, "You may not fight %s. You're too strong!",
+ battle->stats->getName().c_str());
}
- else
+ else if (battle->stats->getLevel() - ni->stats->getLevel() > maxafightdistance)
{
- // Set your battle pointer to the other player
- ni->stats->battle = battle;
-
- // Set the other player's battle pointer to you
- ni->stats->battle->stats->battle = ni;
-
- // The initiator gets the first move (perhaps this should be 50/50)
- setYourTurn(ni->stats);
- clearYourTurn(battle->stats);
-
- // Initiate Battle sequence!
- ni->stats->player_fights -= 1;
-
- notice(s_GameServ, u, "You challenge %s to an online duel!", battle->stats->name);
- notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!", ni->stats->name);
- notice(s_GameServ, battle->getNick(), "%s gets to go first "\
- "because they initiated!", ni->stats->name);
- notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.", ni->stats->name);
- display_players(ni);
+ // You can't fight someone above you by more than X level(S)
+ // level 1 can fight level (1 + X), but not > (1 + X)
+ notice(s_GameServ, u, "%s, do you really have a death wish? Try the forest you "\
+ "weakling!", ni->stats->getName().c_str());
}
+ else
+ {
+ // Set your battle pointer to the other player
+ ni->stats->setBattle(battle);
+
+ // Set the other player's battle pointer to you
+ battle->stats->setBattle(ni);
+
+ // The initiator gets the first move (perhaps this should be 50/50)
+ setYourTurn(ni->stats);
+ clearYourTurn(battle->stats);
+
+ // Initiate Battle sequence!
+ ni->stats->subtractPlayerFights(1);
+
+ notice(s_GameServ, u, "You challenge %s to an online duel!", battle->stats->getName().c_str());
+ notice(s_GameServ, c_Forest, "%s walks up and hits %s in the face! Let's see who will bite the dust.",
+ ni->stats->getName().c_str(), battle->stats->getName().c_str()); /* DrLnet - Modified by Kain*/
+
+ notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!", ni->stats->getName().c_str());
+ notice(s_GameServ, battle->getNick(), "%s gets to go first "\
+ "because they initiated!", ni->stats->getName().c_str());
+ notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.", ni->stats->getName().c_str());
+ display_players(ni);
+ }
}
-void do_use(char *u)
+void do_equip(char *u)
{
- aClient *user;
- Pouch *p;
+ aClient *user;
+ pouch *p;
+ itemContainer *equip;
+ int id;
- char *item = strtok(NULL, " ");
+ char *item = strtok(NULL, " ");
- if (!item)
+ if (!item || int(item[0]) < 48 || int(item[0] > 57))
{
- notice(s_GameServ, u, "SYNTAX: USE ITEM");
- notice(s_GameServ, u, "Type /msg %S HELP USE for more information.");
- return;
+ notice(s_GameServ, u, "SYNTAX: EQUIP ####");
+ notice(s_GameServ, u, "Type /msg %S HELP EQUIP for more information.");
+ return;
}
- else if (!(user = find(u)))
+ else if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal Error in do_use. Contact a(n) %S Admin");
- return;
+ notice(s_GameServ, u, "Fatal error in do_equip. Contact a(n) %S Admin");
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to use items!");
- return;
+ notice(s_GameServ, u, "You must be playing to equip weapons and armor!");
+ return;
}
+ id = stringtoint(item);
+ updateTS(user->stats);
+ p = user->stats->inventory;
- updateTS(user->stats);
- p = &user->stats->inventory;
-
- if (stricmp(item, "HEALING") == 0)
+ if (!(equip = p->Find(id)))
+ {
+ if (!p->isEmpty())
+ {
+ notice(s_GameServ, u, "You aren't carrying that item!");
+ }
+ showinventory(user->stats, user);
+ }
+ else if (equip->getItem()->getType() != ARMOR && equip->getItem()->getType() != WEAPON)
+ {
+ notice(s_GameServ, u, "You can't use %s like that. Try /msg %S use", equip->getItem()->getName().c_str());
+ }
+ else
+ {
+ // Use the item
+ notice(s_GameServ, u, "You equip %s.", equip->getItem()->getName().c_str());
+ equip->use(user->stats);
+ }
+}
+void do_use(char *u)
+{
+ aClient *user;
+ pouch *p;
+
+ char *item = strtok(NULL, " ");
+ int id;
+ itemContainer *used;
+
+ if (!item || int(item[0]) < 48 || int(item[0]) > 57)
{
- if (p->Healing() <= 0)
- {
- notice(s_GameServ, u, "You are out of Healing Potions!");
- return;
- }
- int oldhealing = user->stats->hp;
- notice(s_GameServ, u, "You hastiliy gulp down the flask of cool life-giving waters.");
- notice(s_GameServ, u, "Rejuvination spreads throughout your body.");
- user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
- notice(s_GameServ, u, "You gain %d HP!", user->stats->hp - oldhealing);
- p->decHealing();
- if (player_fight(user))
- {
- notice(s_GameServ, user->stats->battle->getNick(),
- "%s has used a healing potion!");
- }
+ notice(s_GameServ, u, "SYNTAX: USE ####");
+ notice(s_GameServ, u, "Type /msg %S HELP USE for more information.");
+ return;
}
- else if (stricmp(item, "STRENGTH") == 0)
+ else if (!(user = find(u)))
{
- if (p->Strength() <= 0)
- {
- notice(s_GameServ, u, "You are out of Strength Potions!");
- return;
- }
- int oldstrength = user->stats->strength;
- notice(s_GameServ, u, "As you grip the flask containing pure power, you feel adrenaline coarse through your veins!");
- notice(s_GameServ, u, "In one swallow you drink the potion and feel your muscle fibers bulging andgrowing!");
- user->stats->strength += 1 + (rand() % 10 >= 8 ? 1 : 0); // 1-2
- notice(s_GameServ, u, "You gain %d Strength points!", user->stats->strength - oldstrength);
- p->decStrength();
- if (player_fight(user))
- {
- notice(s_GameServ, user->stats->battle->getNick(),
- "%s has used a strength potion!");
- }
+ notice(s_GameServ, u, "Fatal Error in do_use. Contact a(n) %S Admin");
+ return;
}
- else if (stricmp(item, "DEFENSE") == 0)
+ else if (isIgnore(user))
{
- if (p->Defense() <= 0)
- {
- notice(s_GameServ, u, "You are out of Defense Potions!");
- return;
- }
- int olddefense = user->stats->defense;
- notice(s_GameServ, u, "You drink the foul tasting viscous liquid while pinching your nose in disgust.");
- notice(s_GameServ, u, "It tasted bad, but you feel like you are unbeatable!");
- user->stats->defense += 1 + (rand() % 10 >= 8 ? 1 : 0); // 1-2
- notice(s_GameServ, u, "You gain %d Defense points!", user->stats->defense - olddefense);
- p->decDefense();
- if (player_fight(user))
- {
- notice(s_GameServ, user->stats->battle->getNick(),
- "%s has used a defense potion!");
- }
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (stricmp(item, "HP") == 0)
+ else if (!is_playing(user))
{
- if (p->HP() <= 0)
+ notice(s_GameServ, u, "You must be playing to use items!");
+ return;
+ }
+ id = stringtoint(item);
+ updateTS(user->stats);
+ p = user->stats->inventory;
+
+
+ if (!(used = p->Find(id)))
{
- notice(s_GameServ, u, "You are out of HP Potions!");
- return;
+ if (!p->isEmpty())
+ {
+ notice(s_GameServ, u, "You aren't carrying that item!");
+ }
+ showinventory(user->stats, user);
}
- int oldHP = user->stats->maxhp;
- notice(s_GameServ, u, "You feel your life growing longer as you drink the green glowing liquid.");
- user->stats->maxhp += 2 +
- (rand() % 100 > 70 ? (rand() % 7) : (rand() % 2) );
-
- notice(s_GameServ, u, "You gain %d Maximum hit points!", user->stats->maxhp - oldHP);
- p->decHP();
- if (player_fight(user))
+ else if (used->getItem()->getType() != POTION)
{
- notice(s_GameServ, user->stats->battle->getNick(),
- "%s has used a HP potion!");
+ notice(s_GameServ, u, "You can't use %s like that. Try /msg %S equip", used->getItem()->getName().c_str());
}
- }
- else
- {
- notice(s_GameServ, u, "SYNTAX: /msg %S USE {HEALING | STRENGTH | DEFENSE | HP}");
- return;
- }
-
- end_turn(user); // If they're fighting, end their turn
+ else
+ {
+ // Use the item
+ notice(s_GameServ, u, "You used %s.", used->getItem()->getName().c_str());
+ used->use(user->stats);
+ if (used->getUses() == 0)
+ {
+ p->deleteItem(used->getItem());
+ }
+ end_turn(user);
+ }
}
void do_run(char *u)
{
- aClient *user;
- Player *p, *p2 = NULL;
-
- if (!(user = find(u)))
+ aClient *user;
+ Player *p, *p2 = NULL;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Couldn't find you. Error. Contact a %S admin");
- return;
+ notice(s_GameServ, u, "Couldn't find you. Error. Contact a %S admin");
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to run!");
- return;
+ notice(s_GameServ, u, "You must be playing to run!");
+ return;
}
-
- updateTS(user->stats);
- p = user->stats;
-
- if (p->battle)
- p2 = p->battle->stats;
-
- if (!is_fighting(user))
+
+ updateTS(user->stats);
+ p = user->stats;
+
+ if (p->getBattle())
+ p2 = p->getBattle()->stats;
+
+ if (!is_fighting(user))
notice(s_GameServ, u, "You run in place... try fighting next time.");
- else if (!player_fight(user) && !master_fight(user))
+ else if (!player_fight(user) && !master_fight(user) && !dragon_fight(user))
{
- notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->fight->name);
- delete p->fight;
- p->fight = NULL;
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->getMonster()->name.c_str());
+ p->delMonster();
}
- else if (player_fight(user) && isYourTurn(p))
+ else if (player_fight(user) && isYourTurn(p))
{
- notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->name);
- notice(s_GameServ, p->battle->getNick(), "\ 2%s\ 2 ran away from you like a little baby!", p->name);
- p2->battle = NULL;
- }
- else if (player_fight(user) && !isYourTurn(p))
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->getName().c_str());
+ notice(s_GameServ, p->getBattle()->getNick(), "\ 2%s\ 2 ran away from you like a little baby!", p->getName().c_str());
+ addNews(todaysnews, "%s ran away from %s like a little baby!!", p->getName().c_str(), p2->getName().c_str()); /* DrLnet - edited by Kain */
+ p2->delBattle();
+ }
+ else if (player_fight(user) && !isYourTurn(p))
{
- notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.", p2->name);
+ notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.", p2->getName().c_str());
}
- else if (master_fight(user))
+ else if (master_fight(user))
{
- notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->master->name);
+ notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->getMaster()->name.c_str());
}
- p->battle = NULL;
+ else if (dragon_fight(user))
+ {
+ notice(s_GameServ, u, "You cannot run from %s! FIGHT!", dragon.name.c_str());
+ }
}
void end_turn(aClient *user)
{
- char *nick, *u = user->getNick();
- Monster *fight;
- aClient *battle;
- int mhit;
-
- nick = new char[strlen(user->getNick()) + 1];
-
- if (!user || !is_playing(user) || !is_fighting(user))
+ char *nick, *u = user->getNick();
+ Monster *fight;
+ aClient *battle;
+ int mhit;
+
+ nick = new char[strlen(user->getNick()) + 1];
+
+ if (!user || !is_playing(user) || !is_fighting(user))
goto endturn;
-
- if (!player_fight(user) && !master_fight(user))
- fight = user->stats->fight;
- else
- fight = user->stats->master;
- battle = user->stats->battle;
-
- if (!player_fight(user))
+
+ if (!player_fight(user) && !master_fight(user))
+ fight = user->stats->getMonster();
+ else
+ fight = user->stats->getMaster();
+ battle = user->stats->getBattle();
+
+ if (!player_fight(user))
{
- // Opponent's Hit
- mhit = (fight->strength / 2) +
- (rand() % (fight->strength / 2) - (user->stats->defense +
- arbonus[user->stats->armor]));
+ // Opponent's Hit
+ mhit = (fight->strength / 2) + (rand() % (fight->strength / 2)) - (user->stats->getDefense());
}
- else
+ else
{
- // Opponent's Hit
- mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
- (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
- (user->stats->defense + arbonus[user->stats->armor]));
+ // Opponent's Hit
+ mhit = (battle->stats->getStrength() / 2) + (rand() % (battle->stats->getStrength() / 2)) - user->stats->getDefense();
}
- if (!player_fight(user))
+ if (!player_fight(user))
{
-
- if (mhit > 0)
+
+ if (mhit > 0)
{
- notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
- fight->name, fight->weapon, mhit);
+ notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
+ fight->name.c_str(), fight->weapon.c_str(), mhit);
}
- else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", fight->name);
-
- if (mhit >= user->stats->hp)
+ else if (mhit <= 0)
+ notice(s_GameServ, u, "%s completely misses you!", fight->name.c_str());
+
+ if (mhit >= user->stats->getHP())
{
- if (!master_fight(user))
+ if (!master_fight(user))
{
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
- notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
- "of your experience!");
- user->stats->gold = 0;
- user->stats->exp -= (long int)(user->stats->exp * .10);
- user->stats->hp = 0;
- user->stats->fight = NULL;
- clearAlive(user->stats);
- goto endturn;
+ notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name.c_str());
+ notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
+ "of your experience!");
+ user->stats->setGold(0);
+ user->stats->subtractExp((long int)(user->stats->getExp() * .10));
+ user->stats->setHP(0);
+ user->stats->delMonster();
+ clearAlive(user->stats);
+ goto endturn;
}
- else
+ else
{
- notice(s_GameServ, u, "%s has bested you! You will have to wait "\
- "until tomorrow to try again", user->stats->master->name);
- user->stats->fight = NULL;
- user->stats->master = NULL;
- goto endturn;
+ notice(s_GameServ, u, "%s has bested you! You will have to wait "\
+ "until tomorrow to try again", user->stats->getMaster()->name.c_str());
+ user->stats->delMonster();
+ user->stats->delMaster();
+ goto endturn;
}
}
- else
+ else
{
- if (mhit > 0)
- user->stats->hp -= mhit;
- display_monster(u);
- goto endturn;
+ if (mhit > 0)
+ user->stats->subtractHP(mhit);
+ display_monster(u);
+ goto endturn;
}
}
- else
+ else
{
- clearYourTurn(user->stats);
- setYourTurn(battle->stats);
- display_players(battle);
+ clearYourTurn(user->stats);
+ setYourTurn(battle->stats);
+ display_players(battle);
}
-endturn:
- delete nick;
+ endturn:
+ delete []nick;
}
-void do_attack(char *u)
+void do_heal(char *u)
{
- int hit, mhit;
- aClient *ni, *battle; // The player and perhaps the player they're fighting
- Monster *fight; // The monster they may be fighting
-
- if (!(ni = find(u)))
+ aClient *ni;
+ char *amount = strtok(NULL, " ");
+ int price, num;
+
+ if (!amount)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
+ return;
+ }
+ else if (!(ni = find(u)))
{
- notice(s_GameServ, u, "Fatal error in do_attack. Contact a(n) %S admin for help.");
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
return;
}
else if (isIgnore(ni))
}
else if (!is_playing(ni))
{
- notice(s_GameServ, u, "You're not playing!");
+ notice(s_GameServ, u, "You aren't playing!");
return;
}
- else if (!is_fighting(ni))
+ else if (!isAlive(ni->stats))
{
- notice(s_GameServ, u, "You're not in battle!");
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow for healing.");
return;
}
- else
- {
- if (!ni->stats->master) // This is not a master fight
- fight = ni->stats->fight; // Monster Could be NULL
- else // This IS a master fight
- fight = ni->stats->master; // Master Could be NULL
-
- battle = ni->stats->battle; // Player Could be NULL
-
- // One has to be !NULL based on the previous else if
- // We wouldn't be here if they were all NULL
- }
- updateTS(ni->stats);
-
- if (!player_fight(ni))
+ else if (is_fighting(ni))
{
- // Player's Hit
- hit = ((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
- (rand() % ((ni->stats->strength + webonus[ni->stats->weapon]) / 2));
-
- // Opponent's Hit
- mhit = (fight->strength / 2) +
- (rand() % (fight->strength / 2) - (ni->stats->defense +
- arbonus[ni->stats->armor]));
+ notice(s_GameServ, u, "You can't heal in battle!");
+ return;
}
- else
+ else if (ni->stats->getHP() >= ni->stats->getMaxHP())
{
- // Opponent's Hit
- mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
- (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
- (ni->stats->defense + arbonus[ni->stats->armor]));
-
- // Player's Hit
- hit = (((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
- (rand() % ((ni->stats->strength + webonus[ni->stats->weapon])) / 2) -
- (battle->stats->defense + arbonus[battle->stats->armor]));
+ notice(s_GameServ, u, "You don't need healing!");
+ return;
}
- if (!player_fight(ni))
- {
- if (hit > 0)
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name, hit);
- else
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", fight->name);
-
- if (hit >= fight->hp)
- {
- if (master_fight(ni))
- notice(s_GameServ, u, "You have bested %s!", fight->name);
- else
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name);
-
- notice(s_GameServ, u, "%s", fight->death);
- notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%d\ 2 gold!",
- fight->exp, fight->gold);
-
- // If your new experience (or gold) will be greater than 2 billion,
- // then set your exp to 2bil. (2 billion max)... otherwise add them.
- // This could be a problem with overflowing out of the sign bit.
- // Unsigned long int maybe? Leave it for now.
- ni->stats->exp = ( (ni->stats->exp + fight->exp) > 2000000000 ? 2000000000 :
- ni->stats->exp + fight->exp);
-
- ni->stats->gold = (ni->stats->gold + fight->gold > 2000000000 ? 2000000000 :
- ni->stats->gold + fight->gold);
-
-
- if (master_fight(ni))
- {
- notice(s_GameServ, u, "You are now level %d!", ni->stats->level + 1);
- notice(s_GameServ, u, "You gain %d Strength, and %d Defense points!",
- strbonus[ni->stats->level - 1], defbonus[ni->stats->level - 1]);
-
- // Increase your level
- ni->stats->level++;
-
- // Increase your maximum hit points
- ni->stats->maxhp += hpbonus[ni->stats->level - 1];
-
- // Heal the player by setting hp to their max
- ni->stats->hp = ni->stats->maxhp;
-
- // Add to your strength
- ni->stats->strength += strbonus[ni->stats->level - 1];
-
- // Add to your defensive power
- ni->stats->defense += defbonus[ni->stats->level - 1];
-
- // Clear the pointer for your master
- ni->stats->master = NULL;
- }
-
- // They're dead so remove the pointer
- delete ni->stats->fight;
- ni->stats->fight = NULL;
- ni->stats->master = NULL;
-
- return;
- }
- else
+ updateTS(ni->stats);
+ if (stricmp(amount, "ALL") == 0)
{
- if (hit > 0)
- fight->hp -= hit;
- if (mhit > 0)
+ price = ni->stats->getLevel() * 3;
+ if (ni->stats->getGold() < (ni->stats->getMaxHP() - ni->stats->getHP()) * price)
{
- notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
- fight->name, fight->weapon, mhit);
- }
- else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", fight->name);
-
- if (mhit >= ni->stats->hp)
- {
- if (!master_fight(ni))
- {
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
- notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
- "of your experience!");
- ni->stats->gold = 0;
- ni->stats->exp -= (long int)(ni->stats->exp * .10);
- ni->stats->hp = 0;
- ni->stats->fight = NULL;
- clearAlive(ni->stats);
- return;
- }
- else
- {
- notice(s_GameServ, u, "%s has bested you! You will have to wait "\
- "until tomorrow to try again", ni->stats->master->name);
- ni->stats->fight = NULL;
- ni->stats->master = NULL;
- return;
- }
+ notice(s_GameServ, u, "Healing \ 2%d\ 2 points for \ 2%d\ 2 gold per point.",
+ (long int)ni->stats->getGold()/price, price);
+ ni->stats->addHP(ni->stats->getGold() / price);
+ ni->stats->setGold(ni->stats->getGold() % price);
}
else
{
- if (mhit > 0)
- ni->stats->hp -= mhit;
- display_monster(u);
- return;
+ notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
+ "per point.", price);
+ notice(s_GameServ, u, "\ 2%d\ 2 points healed for \ 2%ld\ 2 gold. HP at MAX!",
+ (ni->stats->getMaxHP() - ni->stats->getHP()),
+ (price * (ni->stats->getMaxHP() - ni->stats->getHP())) );
+ ni->stats->subtractGold(price * (ni->stats->getMaxHP() - ni->stats->getHP()));
+ ni->stats->healall();
}
}
- }
- else if (player_fight(ni))
- {
-/* Offline fighting not available yet
- if (!(online = finduser(ni->stats->battle->nick)) || !nick_identified(online))
- {
- if (hit > 0)
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->nick, hit);
- else
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->nick);
- if (hit >= battle->stats->hp)
+ else if (isstringnum(amount))
{
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->nick);
-* notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%ld\ 2 gold!",
- (long int)(battle->stats->exp * .10), battle->stats->gold);
- if (2000000000 - ni->stats->exp > (long int)(battle->stats->exp * .10))
- {
- ni->stats->exp += (long int)(battle->stats->exp * .10);
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
- }
-* else
+ num = stringtoint(amount);
+ price = ni->stats->getLevel() * 3;
+ if (ni->stats->getGold() < price * num)
{
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
- ni->stats->exp = 2000000000;
+ notice(s_GameServ, u, "You only have enough gold to heal \ 2%d\ 2 points!",
+ (long int)ni->stats->getGold()/price);
}
-
- if (2000000000 - ni->stats->gold > battle->stats->gold)
+ else if (num <= ni->stats->getMaxHP() - ni->stats->getHP())
{
-* ni->stats->gold += battle->stats->gold;
- battle->stats->gold = 0;
+ notice(s_GameServ, u, "Healing \ 2%d\ 2 points at \ 2%d\ 2 gold per point.",
+ num, price);
+ ni->stats->addHP(num);
+ ni->stats->subtractGold(num * price);
}
- else
+ else if (num > ni->stats->getMaxHP() - ni->stats->getHP())
{
- battle->stats->gold = 2000000000 - ni->stats->gold;
- ni->stats->gold = 2000000000;
+ notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
+ "per point.", price);
+ notice(s_GameServ, u, "\ 2%d\ 2 points healed. HP at MAX!",
+ (ni->stats->getMaxHP() - ni->stats->getHP()));
+ ni->stats->subtractGold(price * (ni->stats->getMaxHP() - ni->stats->getHP()));
+ ni->stats->healall();
}
-* ni->stats->battle->stats->alive = 0;
- ni->stats->battle->battle = NULL;
- ni->stats->battle = NULL;
- return;
}
+ else if (amount[0] == '-')
+ notice(s_GameServ, u, "You trying to cheat?");
else
- {
- if (hit > 0)
-* battle->stats->hp -= hit;
- if (mhit > 0)
- {
- notice(s_GameServ, u, "\1f%s\1f hits you with their \1f%s\1f for \ 2%d\ 2 damage!",
- battle->nick, weapons[battle->stats->weapon], mhit);
- }
- else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", battle->nick);
-*
- if (mhit >= ni->stats->hp)
- {
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", battle->nick);
- if (2000000000 - battle->stats->gold > ni->stats->gold)
- {
- notice(s_GameServ, u, "%s took all your gold!", battle->nick);
- battle->stats->gold += ni->stats->gold;
-* ni->stats->gold = 0;
- }
- else
- {
- notice(s_GameServ, u, "You're lucky, %s couldn't carry all your gold.",
- battle->nick);
- ni->stats->gold -= (2000000000 - battle->stats->gold);
- notice(s_GameServ, u, "You were left dead with %d gold.",
-* (long int)ni->stats->gold);
- battle->stats->gold = 2000000000;
- }
- ni->stats->battle->battle = NULL;
- ni->stats->battle = NULL;
- ni->stats->alive = 0;
- return;
- }
-* else
- {
- if (mhit > 0)
- ni->stats->hp -= mhit;
- display_players(u);
- return;
- }
- }
- }
-* end offline fighting */
-
- if (is_playing(battle))
- {
- if (!isYourTurn(ni->stats))
- {
- notice(s_GameServ, u, "Please wait until %s decides what to do!",
- battle->stats->name);
- return;
- }
- if (hit > 0)
- {
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->stats->name, hit);
-
- notice(s_GameServ, battle->getNick(), "%s has hit you with their %s for "\
- "\ 2%d\ 2 damage!", ni->stats->name,
- weapons[ni->stats->weapon], hit);
- clearYourTurn(ni->stats);
- setYourTurn(battle->stats);
- display_players(battle);
- }
- else
- {
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->stats->name);
- notice(s_GameServ, battle->getNick(), "%s misses you completely!", ni->stats->name);
- clearYourTurn(ni->stats);
- setYourTurn(battle->stats);
- display_players(battle);
- }
- if (hit >= battle->stats->hp)
- {
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->stats->name);
- notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%ld\ 2 gold!",
- (long int)(battle->stats->exp * .10), battle->stats->gold);
- notice(s_GameServ, battle->getNick(), "You have been killed by \ 2%s\ 2!",
- ni->stats->name);
- battle->stats->hp = 0;
- clearAlive(battle->stats);
-
- if (2000000000 - ni->stats->exp > (long int)(battle->stats->exp * .10))
- {
- ni->stats->exp += (long int)(battle->stats->exp * .10);
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
- }
- else
- {
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
- ni->stats->exp = 2000000000;
- }
-
- if (2000000000 - ni->stats->gold > battle->stats->gold)
- {
- notice(s_GameServ, battle->getNick(), "You lose ten percent of experience and "\
- "all gold on hand!");
- ni->stats->gold += battle->stats->gold;
- battle->stats->gold = 0;
- }
- else
- {
- battle->stats->gold = 2000000000 - ni->stats->gold;
- notice(s_GameServ, battle->getNick(), "You lose ten percent of your experience!");
-
- notice(s_GameServ, battle->getNick(), "However, %s could not carry all of your "\
- "gold.", ni->stats->name);
-
- notice(s_GameServ, battle->getNick(), "Luckily, you still have \ 2%ld\ 2 gold "\
- "left. All is not lost!", battle->stats->gold);
-
- ni->stats->gold = 2000000000;
- }
- battle->stats->battle = NULL;
- ni->stats->battle = NULL;
- return;
- }
- else
- {
- if (hit > 0)
- battle->stats->hp -= hit;
- clearYourTurn(ni->stats);
- setYourTurn(battle->stats);
- notice(s_GameServ, u, "Please wait while %s decides what to do!",
- battle->stats->name);
-
- return;
- }
- }
- }
-}
-
-void do_heal(char *u)
-{
- aClient *ni;
- char *amount = strtok(NULL, " ");
- int price, num;
-
- if (!amount)
- {
- notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
- return;
- }
- else if (!(ni = find(u)))
- {
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
- }
- else if (isIgnore(ni))
- {
- #ifdef DEBUGMODE
- log("Ignoring %s.", ni->getNick());
- #endif
- return;
- }
- else if (!is_playing(ni))
- {
- notice(s_GameServ, u, "You aren't playing!");
- return;
- }
- else if (!isAlive(ni->stats))
- {
- notice(s_GameServ, u, "You are dead. Wait until tomorrow for healing.");
- return;
- }
- else if (is_fighting(ni))
- {
- notice(s_GameServ, u, "You can't heal in battle!");
- return;
- }
- else if (ni->stats->hp >= ni->stats->maxhp)
- {
- notice(s_GameServ, u, "You don't need healing!");
- return;
- }
-
- updateTS(ni->stats);
- if (stricmp(amount, "ALL") == 0)
- {
- price = ni->stats->level * 3;
- if (ni->stats->gold < (ni->stats->maxhp - ni->stats->hp) * price)
- {
- notice(s_GameServ, u, "Healing \ 2%d\ 2 points for \ 2%d\ 2 gold per point.",
- (long int)ni->stats->gold/price, price);
- ni->stats->hp += ni->stats->gold / price;
- ni->stats->gold %= price;
- }
- else
- {
- notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
- "per point.", price);
- notice(s_GameServ, u, "\ 2%d\ 2 points healed for \ 2%ld\ 2 gold. HP at MAX!",
- (ni->stats->maxhp - ni->stats->hp),
- (price * (ni->stats->maxhp - ni->stats->hp)) );
- ni->stats->gold -= price * (ni->stats->maxhp - ni->stats->hp);
- ni->stats->hp = ni->stats->maxhp;
- }
- }
- else if (isstringnum(amount))
- {
- num = stringtoint(amount);
- price = ni->stats->level * 3;
- if (ni->stats->gold < price * num)
- {
- notice(s_GameServ, u, "You only have enough gold to heal \ 2%d\ 2 points!",
- (long int)ni->stats->gold/price);
- }
- else if (num <= ni->stats->maxhp - ni->stats->hp)
- {
- notice(s_GameServ, u, "Healing \ 2%d\ 2 points at \ 2%d\ 2 gold per point.",
- num, price);
- ni->stats->hp += num;
- ni->stats->gold -= num * price;
- }
- else if (num > ni->stats->maxhp - ni->stats->hp)
- {
- notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
- "per point.", price);
- notice(s_GameServ, u, "\ 2%d\ 2 points healed. HP at MAX!",
- (ni->stats->maxhp - ni->stats->hp));
- ni->stats->gold -= price * (ni->stats->maxhp - ni->stats->hp);
- ni->stats->hp = ni->stats->maxhp;
- }
- }
- else if (amount[0] == '-')
- notice(s_GameServ, u, "You trying to cheat?");
- else
- notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
-}
-
-int isstringnum(char *num)
-{
- unsigned int x;
- for (x = 0; x < strlen(num); x++)
+ notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
+}
+
+int isstringnum(char *num)
+{
+ unsigned int x;
+ for (x = 0; x < strlen(num); x++)
{
if ((int)num[x] < 48 || (int)num[x] > 57)
return 0;
long int stringtoint(char *number)
{
- long int x, len = strlen(number), sum = 0;
- if (len == 1)
- return chartoint(number[0]);
- sum += chartoint(number[len - 1]);
- for (x = len - 2; x >= 0; x--)
- sum += chartoint(number[x]) * pow(10, abs(x - len + 1));
- return sum;
+ return atol(number);
}
long int pow(int x, int y)
{
it = ptr->getData()->stats;
clearYourTurn(it);
- outfile << it->name << ' ' << it->level << ' ' << it->exp << ' ' << it->gold << ' ' << it->bank << ' '
- << it->hp << ' ' << it->maxhp << ' ' << it->strength << ' ' << it->defense << ' '
- << it->armor << ' ' << it->weapon << ' '
- << it->forest_fights << ' ' << it->player_fights << ' '
- << it->getFlags() << ' ' << it->password << ' ' << it->inventory.Healing()
- << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP() << endl;
+ item *w, *a;
+ w = it->getWeapon();
+ a = it->getArmor();
+
+ outfile << it->getName().c_str() << ' ' << it->getLevel() << ' ' << it->getExp() << ' ' << it->getGold() << ' ' << it->getBank() << ' '<< it->getHP() << ' ' << it->getMaxHP() << ' ' << it->getStrength() << ' ' << it->getDefense() << ' ' << it->getForestFights() << ' ' << it->getPlayerFights() << ' ' << it->getFlags() << ' ' << it->getPassword().c_str() << ' ' << it->lastlogin << ' ' << (w ? w->getID() : 0) << ' ' << (a ? a->getID() : 0);
+
+ // Traverse the list and write out each item ID and how many uses are left
+ if (!it->inventory->isEmpty())
+ {
+ list<itemContainer> *myitems;
+ list<itemContainer>::iterator item_iter;
+ myitems = it->inventory->getItems();
+
+ for(item_iter = myitems->begin();item_iter != myitems->end();item_iter++)
+ {
+ outfile << ' ' << (*item_iter).getItem()->getID() << ' ' << (*item_iter).getUses();
+ }
+ }
+ outfile << endl;
ptr = ptr->Next();
}
}
return 1;
}
-int load_gs_dbase()
+int load_dragon()
{
ifstream infile;
- aClient *temp;
- Player *p;
- char *tempname, *buf, *password;
- buf = new char[1023];
+ char *buf;
- infile.open(playerdata);
+ infile.open(dragondata);
if (infile.fail())
{
- log("Error opening %s", playerdata);
- return 0;
+ infile.clear();
+ log ("Error opening %s. Trying initialdragon.dat", dragondata);
+ infile.open("data/initialdragon.dat");
+ if (infile.fail())
+ {
+ log ("Error opening data/initialdragon.dat");
+ return 0;
+ }
}
- while (infile.getline(buf, 1024, '\n'))
- {
- temp = new aClient;
- tempname = strtok(buf, " ");
- temp->stats = new Player(tempname);
- p = temp->stats;
-
- p->level = stringtoint(strtok(NULL, " "));
- p->exp = stringtoint(strtok(NULL, " "));
- p->gold = stringtoint(strtok(NULL, " "));
- p->bank = stringtoint(strtok(NULL, " "));
- p->hp = stringtoint(strtok(NULL, " "));
- p->maxhp = stringtoint(strtok(NULL, " "));
- p->strength = stringtoint(strtok(NULL, " "));
- p->defense = stringtoint(strtok(NULL, " "));
- p->armor = stringtoint(strtok(NULL, " "));
- p->weapon = stringtoint(strtok(NULL, " "));
- p->forest_fights = stringtoint(strtok(NULL, " "));
- p->player_fights = stringtoint(strtok(NULL, " "));
- p->setFlags(stringtoint(strtok(NULL, " ")));
-
- password = strtok(NULL, " ");
- strcpy(p->password, password);
- temp->setNick("Not Playing");
- #ifdef P10
- temp->setRealNick("Not Playing");
- #endif
+ buf = new char[1024];
- p->inventory.reset(); // Set inventory to all 0s
- // Old player databases didn't have these three extra values
- // If they come up null, leave them to 0 as the default.
- // On the next gameserv database save, it will save the values.
- tempname = strtok(NULL, " ");
- if (tempname)
- p->inventory.setHealing(stringtoint(tempname));
+ infile.getline(buf, 1024, '\n');
+ infile.close(); // Done with the file... we have what we want
- tempname = strtok(NULL, " ");
- if (tempname)
- p->inventory.setStrength(stringtoint(tempname));
+ dragon.name = strtok(buf, "~");
+ dragon.weapon = strtok(NULL, "~");
+ dragon.gold = 0;
+ dragon.exp = 0;
+ dragon.strength = stringtoint(strtok(NULL, "~"));
+ dragon.hp = stringtoint(strtok(NULL, "~"));
+ dragon.defense = stringtoint(strtok(NULL, "~"));
+ dragon.death = strtok(NULL, "");
- tempname = strtok(NULL, " ");
- if (tempname)
- p->inventory.setDefense(stringtoint(tempname));
+ log ("loaded dragon: %s", dragon.name.c_str());
- tempname = strtok(NULL, " ");
- if (tempname)
- p->inventory.setHP(stringtoint(tempname));
- unsigned long hv = iHASH((unsigned char *) temp->stats->name);
+ delete []buf;
- temp->stats->client = NULL;
- players[hv].insertAtBack(temp);
- delete temp;
- }
-delete [] buf;
-infile.close();
-return 1;
+return save_dragon(); // Save the dragon file and return the status code :)
}
-bool passcmp(char *encrypted, char *plaintext)
+int save_dragon()
{
- char salt[3];
- char *plaintext2, *plainToencrypt;
- bool same = false;
+ ofstream outfile;
- plaintext2 = new char[strlen(encrypted) + strlen(plaintext)]; // Extra
- strcpy(plaintext2, plaintext);
-
- salt[0] = encrypted[0];
- salt[1] = encrypted[1];
- salt[3] = '\0';
+ outfile.open(dragondata);
- plainToencrypt = crypt(plaintext2, salt);
+ if (outfile.fail())
+ {
+ log ("Error opening %s. Exiting.", dragondata);
+ return 0;
+ }
- same = (strcmp((const char *)encrypted, plainToencrypt) == 0 ? true : false);
+ outfile << dragon.name.c_str() << '~' << dragon.weapon.c_str() << '~'
+ << dragon.strength << '~' << dragon.hp << '~'
+ << dragon.defense << '~' << dragon.death.c_str() << "\n^"
+ << endl;
- delete []plaintext2;
+outfile.close();
- return same;
+return 1;
}
-bool check_password(char *name, char *plaintext)
+int load_store()
{
- aClient *client;
-
- if (!(client = findplayer(name)))
- return false;
- else
+ ifstream infile;
+ char *buf;
+ item *tempItem;
+ buf = new char[1024];
+ long id;
+
+ infile.open(storeitemdata);
+
+ if (infile.fail())
{
- return passcmp(client->stats->password, plaintext);
+ log("Error opening %s", storeitemdata);
+ return 0;
}
-}
+
+ while (infile.getline(buf, 1024, '\n'))
+ {
+ try
+ {
+ if (buf[0] != '#' && buf[0] != '\n' && buf[0] != '\0')
+ {
+ item *tempItem2;
+ id = stringtoint(strtok(buf, ""));
+ tempItem2 = findItemByID(id);
+ if (tempItem2 == NULL)
+ {
+ log("Invalid ID in %s", storeitemdata);
+ return 0;
+ }
-void do_store(char *u)
+ tempItem = tempItem2;
+ store.push_back(tempItem);
+ }
+ }
+ catch (char *str)
+ {
+ log("Exception loading store: %s", str);
+ delete []buf;
+ return 0;
+ }
+ }
+ delete []buf;
+ return 1;
+}
+int load_tavern()
{
- char *cmd = strtok(NULL, " ");
- char *item = strtok(NULL, " ");
- char *num = strtok(NULL, " ");
- char *space;
- int wep;
- aClient *user;
- Player *p;
+ ifstream infile;
+ char *buf;
+ tavernItem tempItem;
+ buf = new char[1024];
+ long id, level;
- if (!cmd || !item)
- {
- notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
- notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
- notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
- return;
- }
- else if (!(user = find(u)))
- {
- log("Fatal Error: could not find %s in client list", u);
- return;
- }
- else if (isIgnore(user))
+ infile.open(tavernitemdata);
+ if (infile.fail())
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+ log("Error opening %s", tavernitemdata);
+ return 0;
}
- else if (!is_playing(user))
+
+ while (infile.getline(buf, 1024, '\n'))
{
- notice(s_GameServ, u, "You must be playing to use the store!");
- return;
+ try
+ {
+ if (buf[0] != '#' && buf[0] != '\n' && buf[0] != '\0')
+ {
+ item *tempItem2;
+ id = stringtoint(strtok(buf, "~"));
+ level = stringtoint(strtok(NULL, ""));
+ tempItem2 = findItemByID(id);
+ if (tempItem2 == NULL)
+ {
+ log("Invalid ID in %s", tavernitemdata);
+ return 0;
+ }
+ tempItem.setItem(tempItem2);
+ tempItem.setLevel(level);
+ tavern.push_back(tempItem);
+ }
+ }
+ catch (char *str)
+ {
+ log("Exception loading tavern: %s", str);
+ delete []buf;
+ return 0;
+ }
}
- else if (!isAlive(user->stats))
+ delete []buf;
+ return 1;
+}
+int load_items()
+{
+ ifstream infile;
+ char *buf;
+ item *tempItem;
+
+
+ buf = new char[1024];
+
+ infile.open(itemdata);
+
+ if (infile.fail())
{
- notice(s_GameServ, u, "You are dead. Wait until tomorrow to purchase weapons and armor!");
- return;
+ log("Error opening %s", itemdata);
+ return 0;
}
- updateTS(user->stats);
- if (stricmp(cmd, "LIST") == 0)
+ while (infile.getline(buf, 1024, '\n'))
{
- if (stricmp(item, "WEAPONS") == 0)
+ if (buf[0] == '^')
+ break;
+ try
{
- notice(s_GameServ, u, "Welcome to Kain's Armory");
- notice(s_GameServ, u, "Here are the weapons we have available for the killing, sire:");
- for (int x = 1; x < WNA; x++)
- {
- space = spaces(strlen(weapons[x]), ".");
- notice(s_GameServ, u, "%s%d. %s%s%d",(x < 10 ? " " : ""), x, weapons[x], space, prices[x - 1]);
- free(space);
- }
- notice(s_GameServ, u, "To purchase a weapon, type /msg %S STORE BUY \ 2NUM\ 2.");
- notice(s_GameServ, u, "Where num. is the weapon number from the menu above.");
-
+ if (buf[0] != '#' && buf[0] != '\n' && buf[0] != '\0')
+ {
+ switch(buf[0])
+ {
+ case '1':
+ tempItem = new weapon();
+ break;
+ case '2':
+ tempItem = new armor();
+ break;
+ case '3':
+ tempItem = new potion();
+ break;
+ default:
+ log("Invalid Item Type %c in %s", buf[0], itemdata);
+ delete []buf;
+ return 0;
+ break;
+ }
+ if(tempItem->setData(buf))
+ {
+ Items.push_back(tempItem);
+ }
+ }
}
- else if (stricmp(item, "ARMOR") == 0)
+ catch (char *str)
{
- notice(s_GameServ, u, "Welcome to Kain's Armory");
- notice(s_GameServ, u, "I hope you enjoy the fine armor we have available for your protection:");
- for (int x = 1; x < WNA; x++)
- {
- space = spaces(strlen(armors[x]), ".");
- notice(s_GameServ, u, "%s%d. %s%s%d",(x < 10 ? " " : ""), x, armors[x], space, prices[x - 1]);
- free(space);
- }
- notice(s_GameServ, u, "To purchase armor, type /msg %S store buy armor num.");
- notice(s_GameServ, u, "Where num. is the armor number from the menu above.");
-
+ log("Exception loading items: %s", str);
+ delete []buf;
+ return 0;
+ }
+ }
+ delete []buf;
+ return 1;
+}
+int load_gs_dbase()
+{
+ ifstream infile;
+ aClient *temp;
+ Player *p;
+ char *tempname, *buf, *password;
+ int tempnum;
+ buf = new char[100000];
+
+ infile.open(playerdata);
+
+ if (infile.fail())
+ {
+ log("Error opening %s", playerdata);
+ return 0;
+ }
+
+ for (int x = 0; x < U_TABLE_SIZE; x++)
+ {
+ ListNode<aClient> *tempNode;
+ tempNode = players[x].First();
+ while (tempNode)
+ {
+ if (tempNode->getData()->stats->getClient())
+ {
+ logout(tempNode->getData()->stats->getClient());
+ }
+ tempNode = tempNode->Next();
+ }
+ players[x].deleteNodes();
+ }
+
+ while (infile.getline(buf, 100000, '\n'))
+ {
+ temp = new aClient;
+ tempname = strtok(buf, " ");
+ temp->stats = new Player(tempname);
+ p = temp->stats;
+
+ p->setLevel(stringtoint(strtok(NULL, " ")));
+ p->setExp(stringtoint(strtok(NULL, " ")));
+ p->setGold(stringtoint(strtok(NULL, " ")));
+ p->setBank(stringtoint(strtok(NULL, " ")));
+ p->setHP(stringtoint(strtok(NULL, " ")));
+ p->setMaxHP(stringtoint(strtok(NULL, " ")));
+ p->setStrength(stringtoint(strtok(NULL, " ")));
+ p->setDefense(stringtoint(strtok(NULL, " ")));
+ p->setForestFights(stringtoint(strtok(NULL, " ")));
+ p->setPlayerFights(stringtoint(strtok(NULL, " ")));
+ p->setFlags(stringtoint(strtok(NULL, " ")));
+
+
+
+ password = strtok(NULL, " ");
+ p->setRawPassword(password);
+ temp->setNick("Not Playing");
+#ifdef P10
+ temp->setRealNick("Not Playing");
+#endif
+ tempname = strtok(NULL, " ");
+ if (tempname)
+ p->lastlogin = stringtoint(tempname);
+ else
+ p->lastlogin = time(NULL);
+
+ tempname = strtok(NULL, " ");
+ tempnum = stringtoint(tempname);
+ if (tempnum != 0)
+ {
+ p->setWeapon(*findItemByID(tempnum));
}
- } else if (stricmp(cmd, "BUY") == 0) {
- if (!num)
+
+ tempname = strtok(NULL, " ");
+ tempnum = stringtoint(tempname);
+
+ if (tempnum != 0)
{
- notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
- return;
+ p->setArmor(*findItemByID(tempnum));
}
- else if (!isstringnum(num))
+
+
+ for (tempname = strtok(NULL, " "); tempname != NULL; tempname = strtok(NULL, " "))
{
- notice(s_GameServ, u, "You must specify a number between 1 and %d. Not %s!", WNA - 1, num);
- return;
+ long int id, uses;
+ list<item*>::iterator item_iter;
+ id = stringtoint(tempname);
+ tempname = strtok(NULL, " ");
+ uses = stringtoint(tempname);
+
+ item_iter = Items.begin();
+ while (item_iter != Items.end())
+ {
+ if ((*item_iter)->getID() == id)
+ {
+ // Don't sort every time you add an item or it eats CPU
+ p->inventory->addItemNoChecks((*item_iter))->setUses(uses);
+ }
+ item_iter++;
+ }
}
- if (stricmp(item, "WEAPON") == 0)
- {
- wep = stringtoint(num);
- if (wep >= WNA || wep < 1)
- {
- notice(s_GameServ, u, "The number %d is out of range. The number you provide must be between 1 and %d.", wep, WNA - 1);
- return;
- }
-
- p = user->stats;
+ p->inventory->sort();
+
+ unsigned long hv = iHASH((unsigned char *) temp->stats->getName().c_str());
+
+ temp->stats->setClient(NULL);
+ players[hv].insertAtBack(temp);
+ delete temp;
+}
+delete [] buf;
+infile.close();
+return 1;
+}
- if (p->weapon != 0)
- notice(s_GameServ, u, "You have to sell your %s first!", weapons[p->weapon]);
- else if (p->gold < prices[wep - 1])
- notice(s_GameServ, u, "You don't have enough gold for %s!", weapons[wep]);
- else
- {
- notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", weapons[wep]);
- p->weapon = wep;
- p->gold -= prices[wep - 1];
- }
- }
- else if (stricmp(item, "ARMOR") == 0)
- {
- wep = stringtoint(num);
- if (wep >= WNA || wep < 1)
- {
- notice(s_GameServ, u, "The number %d is out of range. The number you provide must be between 1 and %d.", wep, WNA - 1);
- return;
- }
+bool passcmp(const char *encrypted, char *plaintext)
+{
+ char salt[3];
+ char *plaintext2, *plainToencrypt;
+ bool same = false;
+
+ plaintext2 = new char[strlen(encrypted) + strlen(plaintext)]; // Extra
+ strcpy(plaintext2, plaintext);
+
+ salt[0] = encrypted[0];
+ salt[1] = encrypted[1];
+ salt[3] = '\0';
+
+ plainToencrypt = crypt(plaintext2, salt);
+
+ same = (strcmp((const char *)encrypted, plainToencrypt) == 0 ? true : false);
+
+ delete []plaintext2;
+
+ return same;
+}
- p = user->stats;
+bool check_password(char *name, char *plaintext)
+{
+ aClient *client;
+
+ if (!(client = findplayer(name)))
+ return false;
+ else
+ {
+ return passcmp(client->stats->getPassword().c_str(), plaintext);
+ }
+}
- if (p->armor != 0)
- notice(s_GameServ, u, "You have to sell your %s first!", armors[p->armor]);
- else if (p->gold < prices[wep - 1])
- notice(s_GameServ, u, "You don't have enough gold for %s!", armors[wep]);
- else
- {
- notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", armors[wep]);
- p->armor = wep;
- p->gold -= prices[wep - 1];
- }
- }
+void do_store(char *u)
+{
+ list<item*>::iterator item_iterator;
+ item *tempItem;
+ char *cmd = strtok(NULL, " ");
+ char *num = strtok(NULL, " ");
+ char *space;
+ int id;
+ aClient *user;
+ Player *p;
+
+
+ if (!cmd || !num)
+ {
+ notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
+ notice(s_GameServ, u, " \ 2STORE SELL NUMBER\ 2");
+ notice(s_GameServ, u, " \ 2STORE BUY \1fNUMBER\1f\ 2");
+ return;
}
- else if (stricmp(cmd, "SELL" ) == 0)
+ else if (!(user = find(u)))
{
- p = user->stats;
-
- if (stricmp(item, "WEAPON") == 0)
- {
- if (p->weapon == 0)
- {
- notice(s_GameServ, u, "You want me to chop off your hands?");
- return;
- }
- else if (p->gold == 2000000000)
- {
- notice(s_GameServ, u, "You have enough gold. I'll just take that off your hands, sire.");
- p->weapon = 0;
- }
- else if (2000000000 - p->gold < (prices[p->weapon - 1] / 2))
- {
- notice(s_GameServ, u, "Thank you for your business! You now have as much gold as you can carry.");
- notice(s_GameServ, u, "However, you have no weapon... can I interest you in the %s?", weapons[WNA - 1]);
- p->gold = 2000000000;
- p->weapon = 0;
- }
- else
- {
- notice(s_GameServ, u, "Thank you for your business! You now have %d more gold but no weapon!", (prices[p->weapon - 1] / 2));
- p->gold += (prices[p->weapon - 1] / 2);
- p->weapon = 0;
- }
- }
- else if (stricmp(item, "ARMOR") == 0)
- {
- p = user->stats;
-
- if (p->armor == 0)
- {
- notice(s_GameServ, u, "I don't think you can be any more naked...");
- return;
- }
- if (p->gold == 2000000000)
- {
- notice(s_GameServ, u, "You have enough gold. I'll just take that off your hands, sire.");
- p->armor = 0;
- }
- else if (2000000000 - p->gold < (prices[p->armor - 1] / 2))
+ log("Fatal Error: could not find %s in client list", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to use the store!");
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You can't go to the store while fighting!");
+ return;
+ }
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to purchase weapons and armor!");
+ return;
+ }
+ updateTS(user->stats);
+
+ if (stricmp(cmd, "LIST") == 0)
+ {
+ if (stricmp(num, "WEAPONS") == 0)
+ {
+ notice(s_GameServ, u, "Welcome to Kain's Armory");
+ notice(s_GameServ, u, "Here are the weapons we have available for the killing, sire:");
+ for (item_iterator = store.begin(); item_iterator != store.end(); ++item_iterator)
{
- notice(s_GameServ, u, "Thank you for your business! You now have as much gold as you can carry.");
- notice(s_GameServ, u, "However, you have no armor... can I interest you in %s?", armors[WNA - 1]);
- p->gold = 2000000000;
- p->armor = 0;
- }
- else
+ if ((*item_iterator)->getType() == WEAPON)
+ {
+ space = spaces(strlen((*item_iterator)->getName().c_str()), ".");
+ notice(s_GameServ, u, "%s%ld. %s%s%ld", ((*item_iterator)->getID() < 10 ? " " : ""), (*item_iterator)->getID(), (*item_iterator)->getName().c_str(), space, (*item_iterator)->price());
+ free(space);
+ }
+ }
+ notice(s_GameServ, u, "To purchase a weapon, type /msg %S STORE BUY \ 2#\ 2.");
+ notice(s_GameServ, u, "Where # is the weapon number from the menu above.");
+
+ }
+ else if (stricmp(num, "ARMOR") == 0)
+ {
+ notice(s_GameServ, u, "Welcome to Kain's Armory");
+ notice(s_GameServ, u, "I hope you enjoy the fine armor we have available for your protection:");
+ for (item_iterator = store.begin(); item_iterator != store.end(); ++item_iterator)
{
- notice(s_GameServ, u, "Thank you for your business! You now have %d more gold but no armor!",
- (prices[p->armor - 1] / 2));
-
- p->gold += (prices[p->armor - 1] / 2);
- p->armor = 0;
+ if ((*item_iterator)->getType() == ARMOR)
+ {
+ space = spaces(strlen((*item_iterator)->getName().c_str()), ".");
+ notice(s_GameServ, u, "%s%ld. %s%s%d",((*item_iterator)->getID() < 10 ? " " : ""), (*item_iterator)->getID(), (*item_iterator)->getName().c_str(), space, (*item_iterator)->price());
+ free(space);
+ }
}
- }
- else
- {
- notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
- notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
- notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
- }
+
+ notice(s_GameServ, u, "To purchase armor, type /msg %S store buy #");
+ notice(s_GameServ, u, "Where # is the armor number from the menu above.");
+ }
+
+ }
+ else if (stricmp(cmd, "BUY") == 0)
+ {
+ p = user->stats;
+ if (!num)
+ {
+ notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY \1f#\1f\ 2");
+ return;
+ }
+ else
+ {
+ id = stringtoint(num);
+ }
+
+ if (!isstringnum(num))
+ {
+ notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY \1f#\1f\ 2");
+ return;
+ }
+ else if (!(tempItem = findStoreItemByID(id)))
+ {
+ notice(s_GameServ, u, "Sorry, we don't carry that item!");
+ return;
+ }
+ else if (p->getGold() < tempItem->price())
+ {
+ notice(s_GameServ, u, "You can't afford to buy %s", tempItem->getName().c_str());
+ return;
+ }
+ else
+ {
+ notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", tempItem->getName().c_str());
+ p->subtractGold(tempItem->price());
+ p->inventory->addItem(tempItem);
+ notice(s_GameServ, u, "Don't forget to type /msg %S equip %ld", tempItem->getID());
+ }
}
- else
+ else if (stricmp(cmd, "SELL" ) == 0)
{
- notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
- notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
- notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
- return;
+ itemContainer *tempContainer;
+ p = user->stats;
+ id = stringtoint(num);
+ if (!isstringnum(num))
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S store sell #");
+ return;
+ }
+ else if (!(tempContainer = p->inventory->Find(id)))
+ {
+ notice(s_GameServ, u, "You're not carrying that!");
+ return;
+ }
+ else if (p->getGold() >= 2000000000)
+ {
+ notice(s_GameServ, u, "You have enough gold. Just hang on to it for now.");
+ }
+ else
+ {
+ tempItem = tempContainer->getItem();
+
+ notice(s_GameServ, u, "Thank you for your business! We gave you %ld gold for %s!", (tempItem->price() / 2), tempItem->getName().c_str());
+ p->addGold((tempItem->price() / 2));
+ p->inventory->deleteItem(tempItem);
+ if (tempItem == p->getWeapon())
+ {
+ notice(s_GameServ, u, "Since you equipped %s, you're going to have to reequip something", tempItem->getName().c_str());
+ tempItem->undo(p);
+ p->clearWeapon();
+ }
+ else if (tempItem == p->getArmor())
+ {
+ tempItem->undo(p);
+ notice(s_GameServ, u, "Since you equipped %s, you're going to have to reequip something", tempItem->getName().c_str());
+ p->clearArmor();
+ }
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
+ notice(s_GameServ, u, " \ 2STORE SELL #\ 2");
+ notice(s_GameServ, u, " \ 2STORE BUY \1f#\1f\ 2");
+ return;
}
}
void do_inventory(char *u)
{
- aClient *user;
-
- if (!(user = find(u)))
+ aClient *user;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
- return;
+ notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to check your inventory!");
- return;
+ notice(s_GameServ, u, "You must be playing to check your inventory!");
+ return;
}
- updateTS(user->stats);
- showinventory(user, user);
+ updateTS(user->stats);
+ showinventory(user->stats, user);
}
-void showinventory(aClient *from, aClient *to)
+
+void showinventory(Player *from, aClient *to)
{
- char *nick = to->getNick();
+ char *nick;
+ if (!to || !from)
+ {
+ return;
+ }
- if (!to)
- to = from;
- if (is_playing(from))
- {
- Pouch *p = &from->stats->inventory;
- notice(s_GameServ, nick, "Inventory for %s:", from->stats->name);
- notice(s_GameServ, nick, " Healing Potions: %d", p->Healing());
- notice(s_GameServ, nick, "Strength Potions: %d", p->Strength());
- notice(s_GameServ, nick, " Defense Potions: %d", p->Defense());
- notice(s_GameServ, nick, " HP Potions: %d", p->HP());
- }
+ nick = to->getNick();
+
+ if (from->inventory->isEmpty())
+ {
+ notice(s_GameServ, nick, "You aren't carrying anything");
+ return;
+ }
+
+ list <itemContainer> *items;
+ items = from->inventory->getItems();
+
+ list <itemContainer>::iterator item_iter, item_iter2;
+ item_iter = items->begin();
+
+ notice(s_GameServ, nick, "Inventory for %s:", from->getName().c_str());
+ long count;
+ while (item_iter != items->end())
+ {
+ // Display a list of counted items so as not to show an extra line for duplicate items
+ count = 0;
+ item_iter2 = item_iter;
+ while (item_iter != items->end() && (*item_iter) == (*item_iter2))
+ {
+ if ((*item_iter) == (*item_iter2))
+ {
+ ++count;
+ }
+ else
+ {
+ break;
+ }
+ ++item_iter;
+ }
+ notice(s_GameServ, nick, "%ld.) %s (%ld)", (*item_iter2).getItem()->getID(), (*item_iter2).getItem()->getName().c_str(), count);
+ }
}
+
void do_tavern(char *u)
{
- char *cmd = strtok(NULL, " ");
- long int price;
+ char *cmd = strtok(NULL, " ");
- aClient *user;
- Player *p;
- if (!(user = find(u)))
+ aClient *user;
+ Player *p;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal Error. See a %S admin for help");
- return;
+ notice(s_GameServ, u, "Fatal Error. See a %S admin for help");
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to go to the Tavern");
- return;
+ notice(s_GameServ, u, "You must be playing to go to the Tavern");
+ return;
}
- else if (is_fighting(user))
+ else if (is_fighting(user))
{
- notice(s_GameServ, u, "You cannot go to the Tavern during a fight!");
- return;
+ notice(s_GameServ, u, "You cannot go to the Tavern during a fight!");
+ return;
}
-
- updateTS(user->stats);
- p = user->stats;
-
- if (!cmd)
+
+ updateTS(user->stats);
+ p = user->stats;
+
+ if (!cmd)
{
- notice(s_GameServ, u, "Welcome to Boot Liquors Mystic Apothecary");
- notice(s_GameServ, u, "Your commands:");
- notice(s_GameServ, u, "/msg %S TAVERN {LIST | BUY} [NUMBER]");
- notice(s_GameServ, u, "What'll it be?");
+ notice(s_GameServ, u, "Welcome to Boot Liquors Mystic Apothecary and General Store");
+ notice(s_GameServ, u, "Your commands:");
+ notice(s_GameServ, u, "/msg %S TAVERN {LIST | BUY} [NUMBER]");
+ notice(s_GameServ, u, "What'll it be?");
}
- else if (stricmp(cmd, "LIST") == 0)
+ else if (stricmp(cmd, "LIST") == 0)
{
- notice(s_GameServ, u, "Here is a list of what we have to offer:");
- notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 100 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 205 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 200 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "4. HP Potions for %ld Gold", 230 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
- notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
- notice(s_GameServ, u, "By something will ya!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ showTavern(user);
+ notice(s_GameServ, u, "To buy an item, type /msg %S TAVERN BUY #");
}
- else if (stricmp(cmd, "BUY") == 0)
+ else if (stricmp(cmd, "BUY") == 0)
{
- char *chnum = strtok(NULL, " ");
- int num = stringtoint(chnum);
+ int amt = 1;
+ char *chid = strtok(NULL, " ");
+ char *amount = strtok(NULL, " ");
- if (!chnum)
- {
- notice(s_GameServ, u, "SYNTAX: TAVERN BUY #");
- notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1");
- return;
- }
- if (num < 1 || num > 4)
- {
- notice(s_GameServ, u, "Invalid Choice!");
- notice(s_GameServ, u, "Here is a list of what we have to offer:");
- notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 100 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 205 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 200 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "4. HP Potions for %ld Gold", 230 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
- notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
- return;
- }
- switch(num)
- {
- case 1:
- price = (100 * p->level) + (p->exp / 10);
- if (p->gold >= price)
- {
- notice(s_GameServ, u, "One healing potion coming right up!");
- p->inventory.incHealing();
- p->gold -= price;
- }
- else
- notice(s_GameServ, u, "You don't have enough gold!");
- break;
- case 2:
- price = (205 * p->level) + (p->exp / 10);
- if (p->gold >= price)
+ if (amount)
+ amt = stringtoint(amount);
+
+ if (!chid)
{
- notice(s_GameServ, u, "One strength boost coming right up!");
- p->inventory.incStrength();
- p->gold -= price;
+ notice(s_GameServ, u, "SYNTAX: TAVERN BUY # [#]");
+ notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 6001");
+ notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 6001 10");
+ return;
}
- else
- notice(s_GameServ, u, "You don't have enough gold!");
- break;
- case 3:
- price = (200 * p->level) + (p->exp / 10);
- if (p->gold >= price)
+ long id = stringtoint(chid);
+ tavernItem *tempItem;
+
+ if (!(tempItem = findTavernItemByID(id)) || user->stats->getLevel() < tempItem->getLevel())
{
- notice(s_GameServ, u, "One defense boost coming right up!");
- p->inventory.incDefense();
- p->gold -= price;
+ notice(s_GameServ, u, "Invalid Choice!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ showTavern(user);
+ notice(s_GameServ, u, "To buy an item, type /msg %S TAVERN BUY #");
+ return;
}
- else
- notice(s_GameServ, u, "You don't have enough gold!");
- break;
- case 4:
- price = (230 * p->level) + (p->exp / 10);
- if (p->gold >= price)
+ else if (!amount && user->stats->getGold() < tempItem->getItem()->price())
{
- notice(s_GameServ, u, "One HP Potion coming right up!");
- p->inventory.incHP();
- p->gold -= price;
+ notice(s_GameServ, u, "You don't have enough gold!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ showTavern(user);
+ notice(s_GameServ, u, "To buy an item, type /msg %S TAVERN BUY #");
+ }
+ else if (user->stats->getGold() < amt * tempItem->getItem()->price())
+ {
+ notice(s_GameServ, u, "You don't have enough gold!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ showTavern(user);
+ notice(s_GameServ, u, "To buy an item, type /msg %S TAVERN BUY # [#]");
+ }
+ else
+ {
+ if (amount)
+ {
+ int amt = stringtoint(amount);
+ if (amt < 0 || amount[0] == '-')
+ {
+ notice(s_GameServ, u, "You trying to steal from me?");
+ }
+ else if (user->stats->inventory->addItem(tempItem->getItem(), amt) == NULL)
+ {
+ notice(s_GameServ, u, "You can't carry that many!");
+ return;
+ }
+ notice(s_GameServ, u, "%d %s's coming right up!", amt, tempItem->getItem()->getName().c_str());
+ user->stats->subtractGold(tempItem->getItem()->price() * amt);
+ }
+ else
+ {
+ if (user->stats->inventory->addItem(tempItem->getItem()) == NULL)
+ {
+ notice(s_GameServ, u, "You can't carry any more!");
+ return;
+ }
+ notice(s_GameServ, u, "One %s coming right up!", tempItem->getItem()->getName().c_str());
+ user->stats->subtractGold(tempItem->getItem()->price());
+ }
}
- else
- notice(s_GameServ, u, "You don't have enough gold!");
- break;
- default:
- notice(s_GameServ, u, "Logical Error. See a %S admin for help!");
- break;
- }
}
- else
+ else
{
- notice(s_GameServ, u, "Improper Syntax.");
- notice(s_GameServ, u, "Type /msg %S HELP TAVERN for help");
+ notice(s_GameServ, u, "Improper Syntax.");
+ notice(s_GameServ, u, "Type /msg %S HELP TAVERN for help");
}
+ return;
}
void do_bank(char *u)
{
- char *cmd = strtok(NULL, " ");
- char *amount = strtok(NULL, " ");
- char *nick = strtok(NULL, " ");
-
- aClient *user;
- Player *p;
-
- if (!cmd || (!amount && stricmp(cmd, "BALANCE") != 0) || (stricmp(cmd, "TRANSFER") == 0 && !nick))
+ char *cmd = strtok(NULL, " ");
+ char *amount = strtok(NULL, " ");
+ char *nick = strtok(NULL, " ");
+
+ aClient *user;
+ Player *p;
+
+ if (!cmd || (!amount && stricmp(cmd, "BALANCE") != 0) || (stricmp(cmd, "TRANSFER") == 0 && !nick))
{
- notice(s_GameServ, u, "BANK {WITHDRAW | DEPOSIT} {ALL | AMOUNT}");
- notice (s_GameServ, u, "BANK BALANCE");
- return;
+ notice(s_GameServ, u, "BANK {WITHDRAW | DEPOSIT} {ALL | AMOUNT}");
+ notice (s_GameServ, u, "BANK BALANCE");
+ return;
}
- else if (!(user = find(u)))
+ else if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal Error. Couldn't find your aClient. Contact a(n) %S "\
- " admin for help");
- log("Fatal Error. Couldn't find %s while executing do_bank()", u);
- return;
+ notice(s_GameServ, u, "Fatal Error. Couldn't find your aClient. Contact a(n) %S "\
+ " admin for help");
+ log("Fatal Error. Couldn't find %s while executing do_bank()", u);
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to use the bank!");
- return;
+ notice(s_GameServ, u, "You must be playing to use the bank!");
+ return;
}
- else if (is_fighting(user))
+ else if (is_fighting(user))
{
- notice(s_GameServ, u, "You can't go to the bank during a fight!");
- return;
+ notice(s_GameServ, u, "You can't go to the bank during a fight!");
+ return;
}
- updateTS(user->stats);
- if (stricmp(cmd, "BALANCE") == 0)
+ updateTS(user->stats);
+ if (stricmp(cmd, "BALANCE") == 0)
{
- showBankBalance(u);
- return;
+ showBankBalance(u);
+ return;
}
- else if (!isAlive(user->stats))
+ else if (!isAlive(user->stats))
{
- notice(s_GameServ, u, "You are dead. We don't accept gold from dead folk! Wait 'til tomorrow!");
- return;
+ notice(s_GameServ, u, "You are dead. We don't accept gold from dead folk! Wait 'til tomorrow!");
+ return;
}
- else if (!isstringnum(amount) && stricmp(amount, "ALL") != 0)
+ else if (!isstringnum(amount) && stricmp(amount, "ALL") != 0)
{
- notice(s_GameServ, u, "I don't know how to convert alphabet letters into currency, sire!");
- return;
+ notice(s_GameServ, u, "I don't know how to convert alphabet letters into currency, sire!");
+ return;
}
-
- p = user->stats;
-
- if (stricmp(cmd, "DEPOSIT") == 0)
+ if (stringtoint(amount) < 0)
{
- if (p->bank == 2000000000)
+ notice(s_GameServ, u, "Sorry. This bank is not licensed "\
+ "to handle such sums of cash, noble Lord.");
+ return;
+ }
+ p = user->stats;
+
+ if (stricmp(cmd, "DEPOSIT") == 0)
+ {
+ if (p->getBank() == 2000000000)
{
- notice(s_GameServ, u, "Your bank account is full, sire!");
- return;
+ notice(s_GameServ, u, "Your bank account is full, sire!");
+ return;
}
- else if (stricmp(amount, "ALL") == 0)
+ else if (stricmp(amount, "ALL") == 0)
{
- if (2000000000 - p->bank < p->gold)
+ if (2000000000 - p->getBank() < p->getGold())
{
- notice(s_GameServ, u, "You don't have enough room for all of your gold.");
- notice(s_GameServ, u, "Depositing %ld gold into your account", (2000000000 - p->bank));
- p->gold -= (2000000000 - p->bank);
- p->bank = 2000000000;
- showBankBalance(u);
+ notice(s_GameServ, u, "You don't have enough room for all of your gold.");
+ notice(s_GameServ, u, "Depositing %ld gold into your account", (2000000000 - p->getBank()));
+ p->subtractGold((2000000000 - p->getBank()));
+ p->setBank(2000000000);
+ showBankBalance(u);
}
- else
+ else
{
- notice(s_GameServ, u, "Depositing %ld gold into your account!", p->gold);
- p->bank += p->gold;
- p->gold = 0;
- showBankBalance(u);
+ notice(s_GameServ, u, "Depositing %ld gold into your account!", p->getGold());
+ p->addBank(p->getGold());
+ p->setGold(0);
+ showBankBalance(u);
}
}
- else if (stringtoint(amount) > p->gold)
+ else if (stringtoint(amount) > p->getGold())
{
- notice(s_GameServ, u, "Sire, you only have %ld gold!", p->gold);
- showBankBalance(u);
- return;
+ notice(s_GameServ, u, "Sire, you only have %ld gold!", p->getGold());
+ showBankBalance(u);
+ return;
}
- else
+ else
{
- if (2000000000 - p->bank < stringtoint(amount))
+ if (2000000000 - p->getBank() < stringtoint(amount))
{
- notice(s_GameServ, u, "You don't have room in your account for that much.");
- notice(s_GameServ, u, "Capping off your account with %ld gold!", (2000000000 - p->bank));
- p->gold -= (2000000000 - p->bank);
- p->bank = 2000000000;
- showBankBalance(u);
+ notice(s_GameServ, u, "You don't have room in your account for that much.");
+ notice(s_GameServ, u, "Capping off your account with %ld gold!", (2000000000 - p->getBank()));
+ p->subtractGold((2000000000 - p->getBank()));
+ p->setBank(2000000000);
+ showBankBalance(u);
}
- else
+ else
{
- notice(s_GameServ, u, "Depositing %d gold into your account!", stringtoint(amount));
- p->bank += stringtoint(amount);
- p->gold -= stringtoint(amount);
- showBankBalance(u);
+ notice(s_GameServ, u, "Depositing %d gold into your account!", stringtoint(amount));
+ p->addBank(stringtoint(amount));
+ p->subtractGold(stringtoint(amount));
+ showBankBalance(u);
}
}
}
- else if (stricmp(cmd, "WITHDRAW") == 0)
+ else if (stricmp(cmd, "WITHDRAW") == 0)
{
- if (p->gold == 2000000000)
+ if (p->getGold() == 2000000000)
{
- notice(s_GameServ, u, "You cannot carry any more gold, sire!");
- showBankBalance(u);
- return;
+ notice(s_GameServ, u, "You cannot carry any more gold, sire!");
+ showBankBalance(u);
+ return;
}
- else if (stricmp(amount, "ALL") == 0)
+ else if (stricmp(amount, "ALL") == 0)
{
- if (2000000000 - p->gold < p->bank)
+ if (2000000000 - p->getGold() < p->getBank())
{
- notice(s_GameServ, u, "You don't have enough room to carry all that gold.");
- notice(s_GameServ, u, "Withdrawing %ld gold from your account", (2000000000 - p->gold));
- p->bank -= (2000000000 - p->gold);
- p->gold = 2000000000;
- showBankBalance(u);
+ notice(s_GameServ, u, "You don't have enough room to carry all that gold.");
+ notice(s_GameServ, u, "Withdrawing %ld gold from your account", (2000000000 - p->getGold()));
+ p->subtractBank((2000000000 - p->getGold()));
+ p->setGold(2000000000);
+ showBankBalance(u);
}
- else
+ else
{
- notice(s_GameServ, u, "Withdrawing %ld gold from your account!", p->bank);
- p->gold += p->bank;
- p->bank = 0;
- showBankBalance(u);
+ notice(s_GameServ, u, "Withdrawing %ld gold from your account!", p->getBank());
+ p->addGold(p->getBank());
+ p->setBank(0);
+ showBankBalance(u);
}
}
- else if (stringtoint(amount) > p->bank)
+ else if (stringtoint(amount) > p->getBank())
{
- notice(s_GameServ, u, "Sire, you only have %ld gold in the bank!", p->bank);
- showBankBalance(u);
- return;
+ notice(s_GameServ, u, "Sire, you only have %ld gold in the bank!", p->getBank());
+ showBankBalance(u);
+ return;
}
- else
+ else
{
- if (2000000000 - p->gold < stringtoint(amount))
+ if (2000000000 - p->getGold() < stringtoint(amount))
{
- notice(s_GameServ, u, "You don't enough have room to carry that much gold!");
- notice(s_GameServ, u, "You fill your pockets with %ld gold!",
- (2000000000 - p->gold));
- p->bank -= (2000000000 - p->gold);
- p->gold = 2000000000;
- showBankBalance(u);
+ notice(s_GameServ, u, "You don't enough have room to carry that much gold!");
+ notice(s_GameServ, u, "You fill your pockets with %ld gold!",
+ (2000000000 - p->getGold()));
+ p->subtractBank((2000000000 - p->getGold()));
+ p->setGold(2000000000);
+ showBankBalance(u);
}
- else
+ else
{
- notice(s_GameServ, u, "Withdrawing %d gold from your account!", stringtoint(amount));
- p->gold += stringtoint(amount);
- p->bank -= stringtoint(amount);
- showBankBalance(u);
+ notice(s_GameServ, u, "Withdrawing %d gold from your account!", stringtoint(amount));
+ p->addGold(stringtoint(amount));
+ p->subtractBank(stringtoint(amount));
+ showBankBalance(u);
}
}
- }
-
+ }
}
void do_dragon(char *u)
{
- aClient *user;
-
- if (!(user = find(u)))
+ aClient *user;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
- }
- else if (isIgnore(user))
- {
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
}
- else if (!is_playing(user))
+ else if (isIgnore(user))
{
- notice(s_GameServ, u, "You must be playing to fight the dragon!");
- return;
- }
- else if (is_fighting(user))
- {
- notice(s_GameServ, u, "You are already in a fight. How will you fight the almighty dragon!?");
- return;
- }
- else if (!isAlive(user->stats))
- {
- notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
- return;
- }
- else if (user->stats->level < REALLEVELS)
- {
- notice(s_GameServ, u, "You fool! Only those strong enough "\
- "to vanquish any foe should DARE fight the dragon!");
- notice(s_GameServ, u, "To put it in terms you can understand: "\
- "You are too weak. You must be Level %d!", REALLEVELS);
- return;
- }
-
- updateTS(user->stats);
-
- Player *p = user->stats;
- p->fight = new Monster(boss);
- notice(s_GameServ, u, "You approach the dragon's lair cautiously.");
- notice(s_GameServ, u, "The stench of sulfer fills the air as a "\
- "deep, red fog rolls in. The air is filled with the "\
- "heated mist of deadly fire from beyond the cave "\
- "entrance.");
- notice(s_GameServ, u, "You adjust your %s, tighten your grip on "\
- "your %s, and venture into the hot, dark cave. "\
- "You are surprised at the angle of descent as you climb "\
- "lower and lower, deeper into the dragon's den.");
- notice(s_GameServ, u, "You come to the end of the cave to find "\
- "a tooth. It is a large tooth... bigger than your torso."\
- " Suddenly the darkness lifts from the gleam of an eye "\
- " staring into your soul! The eye is large... HUGE!");
- notice(s_GameServ, u, "Just then you notice the eye begin to "\
- "glare orange! The tooth is moving... but it is still too "\
- "dark for you to make out.... THE DRAGON! You see it!");
- display_monster(u);
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to fight the dragon!");
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You are already in a fight. How will you fight the almighty dragon!?");
+ return;
+ }
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
+ return;
+ }
+ else if (user->stats->getLevel() < LEVELS)
+ {
+ notice(s_GameServ, u, "You fool! Only those strong enough "\
+ "to vanquish any foe should DARE fight the dragon!");
+ notice(s_GameServ, u, "To put it in terms you can understand: "\
+ "You are too weak. You must be Level %d!", REALLEVELS);
+ return;
+ }
+
+ updateTS(user->stats);
+
+ Player *p = user->stats;
+ setMaster(p);
+ notice(s_GameServ, u, "You approach the dragon's lair cautiously.");
+ notice(s_GameServ, u, "The stench of sulfer fills the air as a "\
+ "deep, red fog rolls in. The air is filled with the "\
+ "heated mist of deadly fire from beyond the cave "\
+ "entrance.");
+ notice(s_GameServ, u, "You adjust your %s, tighten your grip on "\
+ "your %s, and venture into the hot, dark cave. "\
+ "You are surprised at the angle of descent as you climb "\
+ "lower and lower, deeper into the dragon's den.",
+ (p->getArmor() ? p->getArmor()->getName().c_str() : "Fists"), (p->getWeapon() ? p->getWeapon()->getName().c_str() : "Birthday Suit"));
+ notice(s_GameServ, u, "You come to the end of the cave to find "\
+ "a tooth. It is a large tooth... bigger than your torso."\
+ " Suddenly the darkness lifts from the gleam of an eye "\
+ " staring into your soul! The eye is large... HUGE!");
+ notice(s_GameServ, u, "Just then you notice the eye begin to "\
+ "glare orange! The tooth is moving... but it is still too "\
+ "dark for you to make out.... THE DRAGON! You see it!");
+ p->setMonster(new Monster(dragon));
+ setDragonFight(p);
+ display_monster(u);
}
void do_master(char *u)
{
- aClient *user;
-
-
- if (!(user = find(u)))
+ aClient *user;
+
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
- }
- else if (isIgnore(user))
- {
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
}
- else if (!is_playing(user))
+ else if (isIgnore(user))
{
- notice(s_GameServ, u, "You must be playing to see your master!");
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (is_fighting(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
- return;
+ notice(s_GameServ, u, "You must be playing to see your master!");
+ return;
}
- else if (!isAlive(user->stats))
+ else if (is_fighting(user))
{
- notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
- return;
+ notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
+ return;
}
-
- updateTS(user->stats);
-
- char *cmd = strtok(NULL, " ");
- Player *p = user->stats;
- long int need = 0;
-
- if (seenMaster(p))
+ else if (!isAlive(user->stats))
{
- notice(s_GameServ, u, "You have already seen your master today. Wait until tomorrow to try again");
- return;
+ notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
+ return;
}
-
- if (cmd != NULL)
+
+ updateTS(user->stats);
+
+ char *cmd = strtok(NULL, " ");
+ Player *p = user->stats;
+ long int need = 0;
+
+ if (seenMaster(p))
{
- switch(p->level)
- {
+ notice(s_GameServ, u, "You have already seen your master today. Wait until tomorrow to try again");
+ return;
+ }
+
+ if (cmd != NULL)
+ {
+ switch(p->getLevel())
+ {
case 1:
- need = 200;
- break;
+ need = 200;
+ break;
case 2:
- need = 800;
- break;
+ need = 800;
+ break;
case 3:
- need = 2000;
- break;
+ need = 2000;
+ break;
case 4:
- need = 8000;
- break;
+ need = 8000;
+ break;
case 5:
- need = 20000;
- break;
+ need = 20000;
+ break;
case 6:
- need = 80000;
- break;
+ need = 80000;
+ break;
case 7:
- need = 200000;
- break;
+ need = 200000;
+ break;
case 8:
- need = 800000;
- break;
+ need = 800000;
+ break;
case 9:
- need = 2000000;
- break;
+ need = 2000000;
+ break;
case 10:
- need = 8000000;
- break;
+ need = 8000000;
+ break;
case 11:
- need = 20000000;
- break;
-
+ need = 20000000;
+ break;
+
case REALLEVELS:
- need = p->exp + 1;
- notice(s_GameServ, u, "You are at level %d. You are the master. What's left? The DRAGON!", REALLEVELS);
- return;
- break;
+ need = p->getExp() + 1;
+ notice(s_GameServ, u, "You are at level %d. You are the master. What's left? The DRAGON!", REALLEVELS);
+ return;
+ break;
default:
- need = p->exp + 1; // Unknown level... don't let them fight a fake master!
- break;
- }
+ need = p->getExp() + 1; // Unknown level... don't let them fight a fake master!
+ break;
+ }
}
- else
+ else
{
- notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
- return;
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
+ return;
}
-
- if (stricmp(cmd, "FIGHT") == 0)
+
+ if (stricmp(cmd, "FIGHT") == 0)
{
- if (p->exp >= need)
- {
- setMaster(p);
- see_master(u);
- }
- else
- notice(s_GameServ, u, "You are not worthy of fighting %s! You need %ld more experience.", masters[p->level - 1]->name, (need - p->exp));
- return;
+ if (p->getExp() >= need)
+ {
+ setMaster(p);
+ see_master(u);
+ }
+ else
+ notice(s_GameServ, u, "You are not worthy of fighting %s! You need %ld more experience.",
+ levels[p->getLevel() - 1].master.name.c_str(), (need - p->getExp()));
+ return;
}
- else if (stricmp(cmd, "QUESTION") == 0)
+ else if (stricmp(cmd, "QUESTION") == 0)
{
- if (p->exp >= need)
- notice(s_GameServ, u, "%s looks you up and down and decides you are more ready than you will ever be.", masters[p->level - 1]->name);
- else
- notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!", masters[p->level - 1]->name, p->name);
-
- return;
+ if (p->getExp() >= need)
+ notice(s_GameServ, u, "%s looks you up and down and decides you are more ready than you will ever be.",
+ levels[p->getLevel() - 1].master.name.c_str());
+ else
+ notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!",
+ levels[p->getLevel() - 1].master.name.c_str(), p->getName().c_str());
+
+ return;
}
- else
+ else
{
- notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
}
}
void see_master(char *u)
{
- aClient *user;
+ aClient *user;
- if (!(user = find(u)))
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
}
+
+ if (!is_fighting(user) && is_playing(user))
+ {
+ Monster *temp;
+ Player *p = user->stats;
+ temp = new Monster(levels[p->getLevel() - 1].master);
+ p->setMyMaster(temp);
+ p->setMonster(temp);
+ display_monster(u); // Since master is the same structure, use this function
+ }
+}
- if (!is_fighting(user) && is_playing(user))
+void showTavern(aClient *user)
+{
+ Player *p;
+ list<tavernItem>::iterator item_iterator;
+ item *tempItem;
+
+ p = user->stats;
+
+ if (!p)
+ return;
+
+ item_iterator = tavern.begin();
+ if (tavern.empty())
{
- Player *p = user->stats;
- p->master = new Monster(masters[p->level - 1]);
- p->fight = p->master;
- display_monster(u); // Since master is the same structure, use this function
+ notice(s_GameServ, user->getNick(), "Tavern is empty");
+ return;
+ }
+
+ while (item_iterator != tavern.end())
+ {
+ if (p->getLevel() < (*item_iterator).getLevel())
+ {
+ item_iterator++;
+ continue;
+ }
+ tempItem = (*item_iterator).getItem();
+ notice(s_GameServ, user->getNick(), "%d. %s for %ld gold", tempItem->getID(), tempItem->getName().c_str(), tempItem->price());
+ item_iterator++;
}
}
void showBankBalance(const char *u)
{
- aClient *user;
- Player *p;
-
- if (!(user = find(u)))
- return;
-
- p = user->stats;
-
- if (!p)
+ aClient *user;
+ Player *p;
+
+ if (!(user = find(u)))
return;
-
- notice(s_GameServ, u, "Account Balance: %ld Gold On hand: %ld", p->bank, p->gold);
-
+
+ p = user->stats;
+
+ if (!p)
+ return;
+
+ notice(s_GameServ, u, "Account Balance: %ld Gold On hand: %ld", p->getBank(), p->getGold());
}
+void rolloverall()
+{
+ ListNode <aClient> *it;
+ Player *p;
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ it = players[x].First();
+ while (it)
+ {
+ p = it->getData()->stats;
+ rollover(p);
+ it = it->Next();
+ }
+ }
+}
void refreshall()
{
- ListNode <aClient> *it;
- Player *p;
- for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
- {
- it = players[x].First();
-
- while (it)
+ ListNode <aClient> *it;
+ Player *p;
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
{
- p = it->getData()->stats;
- refresh(p);
- it = it->Next();
+ it = players[x].First();
+
+ while (it)
+ {
+ p = it->getData()->stats;
+ refresh(p);
+ it = it->Next();
+ }
}
- }
+}
+
+void rollover(Player *p)
+{
+ if (!p)
+ return;
+
+ p->addForestFights(numrolloverfights);
+
+ if (p->getForestFights() > maxforestfights)
+ p->setForestFights(maxforestfights);
}
void refresh(Player *p)
{
- if (!p)
+ if (!p)
return;
- if (p->hp < p->maxhp)
- p->hp = p->maxhp;
- p->forest_fights = forestfights;
- p->player_fights = 3;
- setAlive(p);
- clearMaster(p);
+ if (p->getHP() < p->getMaxHP())
+ p->healall();
+ if (p->getForestFights() < forestfights)
+ {
+ p->setForestFights(forestfights);
+ }
+
+ p->setPlayerFights(3);
+ setAlive(p);
+ clearMaster(p);
}
void do_refresh(char *u)
{
- char *nick = strtok(NULL, " ");
- aClient *user;
-
- if (!(user = find(u)))
+ char *nick = strtok(NULL, " ");
+ aClient *user;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Error: aClient not found. Contact a %S admin");
- log("Error: aClient not found: %s", u);
- return;
+ notice(s_GameServ, u, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", u);
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!isAdmin(user))
+ else if (!isAdmin(user))
{
- notice(s_GameServ, u, "You must be a %S admin to use this command!");
- return;
+ notice(s_GameServ, u, "You must be a %S admin to use this command!");
+ return;
}
- if (!nick)
+ if (!nick)
{
- notice(s_GameServ, u, "SYNTAX: REFRESH {ALL | NICK}");
- return;
+ notice(s_GameServ, u, "SYNTAX: REFRESH {ALL | NICK}");
+ return;
}
- else if (stricmp(nick, "ALL") == 0)
+ else if (stricmp(nick, "ALL") == 0)
{
- notice(s_GameServ, u, "Refreshing everyone's stats!");
- refreshall();
+ notice(s_GameServ, u, "Refreshing everyone's stats!");
+ refreshall();
}
- else if ((user = findplayer(nick)))
+ else if ((user = findplayer(nick)))
{
- if (is_playing(user))
- {
- #ifdef P10
- notice(s_GameServ, u, "Refreshing %s.", user->getRealNick());
- #else
- notice(s_GameServ, u, "Refreshing %s.", user->getNick());
- #endif
- refresh(user->stats);
- }
- else
- {
- #ifdef P10
- notice(s_GameServ, u, "%s is not playing.", user->getRealNick());
- #else
- notice(s_GameServ, u, "%s is not playing.", user->getNick());
- #endif
- }
+ if (is_playing(user))
+ {
+#ifdef P10
+ notice(s_GameServ, u, "Refreshing %s.", user->getRealNick());
+#else
+ notice(s_GameServ, u, "Refreshing %s.", user->getNick());
+#endif
+ refresh(user->stats);
+ }
+ else
+ {
+#ifdef P10
+ notice(s_GameServ, u, "%s is not playing.", user->getRealNick());
+#else
+ notice(s_GameServ, u, "%s is not playing.", user->getNick());
+#endif
+ }
}
- else
+ else
{
- notice(s_GameServ, u, "Nick %s not found.", nick);
- return;
+ notice(s_GameServ, u, "Nick %s not found.", nick);
+ return;
}
}
void resetall()
{
- ListNode <aClient> *it;
- Player *p;
-
- for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
- {
- it = players[x].First();
-
- while (it)
- {
- p = it->getData()->stats;
- reset(p);
- it = it->Next();
- }
- }
+ ListNode <aClient> *it;
+ Player *p;
+
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ it = players[x].First();
+
+ while (it)
+ {
+ p = it->getData()->stats;
+ reset(p);
+ it = it->Next();
+ }
+ }
}
void reset(Player *p)
{
- if (!p)
+ item *tempItem;
+ if (!p)
return;
-
- p->reset();
+
+ p->reset();
+ tempItem = findItemByID(3001);
+ p->inventory->addItem((*Items.begin()))->use(p); // Add the stick
+ p->inventory->addItem(tempItem)->use(p); // Add Clothes
}
void updateTS(Player *p)
{
- if (!p)
+ if (!p)
return;
-
- #ifdef DEBUGMODE
- log("Old timestamp for %s: %ld", p->name, p->lastcommand);
- #endif
- p->lastcommand = time(NULL);
- #ifdef DEBUGMODE
- log("New timestamp for %s: %ld", p->name, p->lastcommand);
- #endif
-
+
+#ifdef DEBUGMODE
+ log("Old timestamp for %s: %ld", p->getName().c_str(), p->lastcommand);
+#endif
+ p->lastcommand = time(NULL);
+#ifdef DEBUGMODE
+ log("New timestamp for %s: %ld", p->getName().c_str(), p->lastcommand);
+#endif
+
}
bool timedOut(Player *p)
{
- if (!p)
+ if (!p)
return false;
- else if (p->lastcommand == 0)
+ else if (p->lastcommand == 0)
return false;
- else
+ else
{
- if ((time(NULL) - p->lastcommand) >= maxidletime)
+ if ((time(NULL) - p->lastcommand) >= maxidletime)
return true;
-
- return false;
+
+ return false;
}
}
void timeOutEvent(Player *p)
{
- aClient *user = findplayer(p->name);
-
- if (!user || !p->client) // then they're not playing
+ aClient *user = findplayer(p->getName().c_str());
+
+ if (!user || !p->getClient()) // then they're not playing
return;
-
- char *nick = user->getNick();
-
- if (player_fight(user) && isYourTurn(p))
+
+ char *nick = user->getNick();
+
+ if (player_fight(user) && isYourTurn(p))
{
- // Check to see if they were the idler or if it was the other
- // person
- if (p->lastcommand != p->battle->stats->lastcommand)
- {
- // This person's last command was given earlier,
- // so this person is the idler
- notice(s_GameServ, nick, "You timed out "\
- "during a fight. You lose your turn!");
- notice(s_GameServ, p->battle->getNick(),
- "%s hesitated for too long. Your move.", p->name);
- clearYourTurn(p);
- setYourTurn(p->battle->stats);
-
- // Update the TS for both players to give them another
- // Chance to wake up, but if the other player doesn't
- // Attack now, they both get logged out.
- updateTS(p);
- p->battle->stats->lastcommand = p->lastcommand;
- display_players(p->battle);
- return;
- }
- else
- {
- notice(s_GameServ, p->battle->getNick(),
- "You and %s timed out at the same time."\
- " Don't fight if you're just going to "\
- "sit there!", p->name);
- notice(s_GameServ, user->getNick(),
- "You and %s timed out at the same time."\
- " Don't fight if you're just going to "\
- "sit there!", p->battle->stats->name);
- logout(p->battle);
- logout(user);
- return;
- }
+ // Check to see if they were the idler or if it was the other
+ // person
+ if (p->lastcommand != p->getBattle()->stats->lastcommand)
+ {
+ // This person's last command was given earlier,
+ // so this person is the idler
+ notice(s_GameServ, nick, "You timed out "\
+ "during a fight. You lose your turn!");
+ notice(s_GameServ, p->getBattle()->getNick(),
+ "%s hesitated for too long. Your move.", p->getName().c_str());
+ clearYourTurn(p);
+ setYourTurn(p->getBattle()->stats);
+
+ // Update the TS for both players to give them another
+ // Chance to wake up, but if the other player doesn't
+ // Attack now, they both get logged out.
+ updateTS(p);
+ p->getBattle()->stats->lastcommand = p->lastcommand;
+ display_players(p->getBattle());
+ return;
+ }
+ else
+ {
+ notice(s_GameServ, p->getBattle()->getNick(),
+ "You and %s timed out at the same time."\
+ " Don't fight if you're just going to "\
+ "sit there!", p->getName().c_str());
+ notice(s_GameServ, user->getNick(),
+ "You and %s timed out at the same time."\
+ " Don't fight if you're just going to "\
+ "sit there!", p->getBattle()->stats->getName().c_str());
+ logout(p->getBattle());
+ logout(user);
+ return;
+ }
}
- else if (!player_fight(user))
+ else if (!player_fight(user))
{
- if (isAlive(user->stats) && user->stats->gold > 0)
- {
- // Place fun stuff here :)
- int randnum = 1 + rand() % 100; // 1-100
- #define GSN(s) notice(s_GameServ, nick, s)
- #define GSN2(s, f) notice(s_GameServ, nick, s, f)
-
- if (randnum < 50)
- {
- // 35-100% of your gold goes pffft - kain
- int stolen = (35 + (rand() % 66)) * user->stats->gold / 100;
-
- GSN("You stop for a moment to rest on the "\
- "street corner. All of a sudden, you "\
- "are ambushed from all sides by a hoarde "\
- "of knife wielding thugs.");
- GSN2("The thugs beat you into utter submission "\
- "and steal %d gold from you!", stolen);
- user->stats->gold -= stolen;
- }
- else if (randnum >= 50 && randnum < 75)
- {
- // 25-65% of your gold goes pffft - kain
- int stolen = (25 + (rand() % 41)) * user->stats->gold / 100;
- GSN("While dilly dallying around, you lose "\
- "your sense of time. Little did you know, "\
- "but thieves lifted your gold while you "\
- "weren't watching.");
- GSN2("Better luck next time... you lose %d gold", stolen);
- user->stats->gold -= stolen;
- }
- else if (randnum >= 75)
- {
- // 25-75% of your gold goes pffft - kain
- int stolen = (25 + (rand() % 51)) * user->stats->gold / 100;
- GSN("Good grief! A gaggle of gooey green ghostlike "\
- "goblins grabbed your gold!");
- GSN2("They stole %d gold from you!", stolen);
- user->stats->gold -= stolen;
- }
- }
-
- // Always log out the user
- logout(user);
+ if (isAlive(user->stats) && user->stats->getGold() > 0)
+ {
+ // Place fun stuff here :)
+ int randnum = 1 + rand() % 100; // 1-100
+#define GSN(s) notice(s_GameServ, nick, s)
+#define GSN2(s, f) notice(s_GameServ, nick, s, f)
+
+ if (randnum < 50)
+ {
+ // 35-100% of your gold goes pffft - kain
+ int stolen = (35 + (rand() % 66)) * (user->stats->getGold() / 100);
+
+ GSN("You stop for a moment to rest on the "\
+ "street corner. All of a sudden, you "\
+ "are ambushed from all sides by a hoarde "\
+ "of knife wielding thugs.");
+ GSN2("The thugs beat you into utter submission "\
+ "and steal %ld gold from you!", stolen);
+ user->stats->subtractGold(stolen);
+ }
+ else if (randnum >= 50 && randnum < 75)
+ {
+ // 25-65% of your gold goes pffft - kain
+ int stolen = (25 + (rand() % 41)) * (user->stats->getGold() / 100);
+ GSN("While dilly dallying around, you lose "\
+ "your sense of time. Little did you know, "\
+ "but thieves lifted your gold while you "\
+ "weren't watching.");
+ GSN2("Better luck next time... you lose %d gold", stolen);
+ user->stats->subtractGold(stolen);
+ }
+ else if (randnum >= 75)
+ {
+ // 25-75% of your gold goes pffft - kain
+ int stolen = (25 + (rand() % 51)) * (user->stats->getGold() / 100);
+ GSN("Good grief! A gaggle of gooey green ghostlike "\
+ "goblins grabbed your gold!");
+ GSN2("They stole %d gold from you!", stolen);
+ user->stats->subtractGold(stolen);
+ }
+ }
+
+ // Always log out the user
+ logout(user);
}
}
void do_reset(char *u)
{
- char *nick = strtok(NULL, " ");
- aClient *user;
-
- if (!(user = find(u)))
+ char *nick = strtok(NULL, " ");
+ aClient *user;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Error: aClient not found. Contact a %S admin");
- log("Error: aClient not found: %s", u);
- return;
+ notice(s_GameServ, u, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", u);
+ return;
}
- else if (!isAdmin(user))
+ else if (!isAdmin(user))
{
- notice(s_GameServ, u, "You must be a %S admin to use this command!");
- return;
+ notice(s_GameServ, u, "You must be a %S admin to use this command!");
+ return;
}
-
- if (!nick)
+
+ if (!nick)
{
- notice(s_GameServ, u, "SYNTAX: RESET {ALL | NICK}");
- return;
+ notice(s_GameServ, u, "SYNTAX: RESET {ALL | NICK}");
+ return;
}
- else if (stricmp(nick, "ALL") == 0)
+ else if (stricmp(nick, "ALL") == 0)
{
- notice(s_GameServ, u, "Resetting everyone's stats!");
- resetall();
+ notice(s_GameServ, u, "Resetting everyone's stats!");
+ resetall();
}
- else if ((user = findbyrealnick(nick)))
+ else if ((user = findplayer(nick)))
{
- if (is_playing(user))
- {
- #ifdef P10
- notice(s_GameServ, u, "Resetting %s.", user->getRealNick());
- #else
- notice(s_GameServ, u, "Resetting %s.", user->getNick());
- #endif
- reset(user->stats);
- }
- else
- {
- #ifdef P10
- notice(s_GameServ, u, "%s is not playing.", user->getRealNick());
- #else
- notice(s_GameServ, u, "%s is not playing.", user->getNick());
- #endif
- }
+ if (is_playing(user))
+ {
+#ifdef P10
+ notice(s_GameServ, u, "Resetting %s.", user->getRealNick());
+#else
+ notice(s_GameServ, u, "Resetting %s.", user->getNick());
+#endif
+ reset(user->stats);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Resetting %s", user->stats->getName().c_str());
+ reset(user->stats);
+ }
}
- else
+ else
{
- notice(s_GameServ, u, "Nick %s not found.", nick);
- return;
+ notice(s_GameServ, u, "Nick %s not found.", nick);
+ return;
}
}
void do_help(char *u)
{
- char *cmd = strtok(NULL, " ");
-
- display_help(u, cmd);
+ char *cmd = strtok(NULL, " ");
+
+ display_help(u, cmd);
}
void display_help(char *u, char *file)
{
- ifstream infile;
- char *buf;
-
- if (!file)
+ ifstream infile;
+ char *buf;
+
+ if (!file)
{
- infile.open("helpfiles/help");
- if (infile.fail())
- {
- log("Error opening helpfiles/help");
- notice(s_GameServ, u, "Error opening helpfiles/help");
- return;
- }
- buf = new char[1024];
- while(infile.getline(buf, 1024))
- {
- // Written this way, it will process %S in the helpfiles
- // Instead of notice(s_GameServ, u, "%s", buf);
- notice(s_GameServ, u, buf);
- }
-
- // Minor recursion
- aClient *user = find(u);
- if (user && isAdmin(user))
+ infile.open("helpfiles/help");
+ if (infile.fail())
+ {
+ log("Error opening helpfiles/help");
+ notice(s_GameServ, u, "Error opening helpfiles/help");
+ return;
+ }
+ buf = new char[1024];
+ while(infile.getline(buf, 1024))
+ {
+ // Written this way, it will process %S in the helpfiles
+ // Instead of notice(s_GameServ, u, "%s", buf);
+ notice(s_GameServ, u, buf);
+ }
+
+ // Minor recursion
+ aClient *user = find(u);
+ if (user && isAdmin(user))
display_help(u, "admin_commands");
}
- else
+ else
{
- char *filename;
- filename = new char[strlen(file) + 11];
- strcpy(filename, "helpfiles/");
- strcat(filename, file);
-
- for (unsigned int x = 10; x < strlen(filename); x++)
+ char *filename;
+ filename = new char[strlen(file) + 11];
+ strcpy(filename, "helpfiles/");
+ strcat(filename, file);
+
+ for (unsigned int x = 10; x < strlen(filename); x++)
filename[x] = tolower(filename[x]);
-
- infile.open(filename);
- delete [] filename;
- if (infile.fail())
- {
- notice(s_GameServ, u, "No help for \ 2%s\ 2", file);
- return;
- }
- buf = new char[1024];
- while(infile.getline(buf, 1024))
- {
- // Written this way, it will process %S in the helpfiles
- // Instead of notice(s_GameServ, u, "%s", buf);
- notice(s_GameServ, u, buf);
- }
+
+ infile.open(filename);
+ delete [] filename;
+ if (infile.fail())
+ {
+ notice(s_GameServ, u, "No help for \ 2%s\ 2", file);
+ return;
+ }
+ buf = new char[1024];
+ while(infile.getline(buf, 1024))
+ {
+ // Written this way, it will process %S in the helpfiles
+ // Instead of notice(s_GameServ, u, "%s", buf);
+ notice(s_GameServ, u, buf);
+ }
}
- infile.close();
- delete [] buf;
+ infile.close();
+ delete [] buf;
}
void do_admin(char *u)
{
- aClient *user;
- char *pass = strtok(NULL, " ");
-
- if (!(user = find(u)))
+ aClient *user;
+ char *pass = strtok(NULL, " ");
+
+ if (!(user = find(u)))
{
- log("Error: aClient not found: %s", u);
- notice(s_GameServ, u, "Error: aClient not found. Contact %S admin.");
- return;
+ log("Error: aClient not found: %s", u);
+ notice(s_GameServ, u, "Error: aClient not found. Contact %S admin.");
+ return;
}
-
- if (!pass)
+
+ if (!pass)
{
- notice(s_GameServ, u, "SYNTAX: \ 2ADMIN\ 2 \ 2\1fpassword\1f\ 2");
- return;
+ notice(s_GameServ, u, "SYNTAX: \ 2ADMIN\ 2 \ 2\1fpassword\1f\ 2");
+ return;
}
-
- if (isAdmin(user))
+
+ if (isAdmin(user))
{
- notice(s_GameServ, u, "You already have administrator privledges.");
- return;
+ notice(s_GameServ, u, "You already have administrator privledges.");
+ return;
}
- else if (strcmp(pass, adminpass) == 0)
+ else if (strcmp(pass, adminpass) == 0)
{
- notice(s_GameServ, u, "Password accepted. You now have administrator privledges.");
- setAdmin(user);
- #ifdef P10
- log("%s became an administrator.", user->getRealNick());
- #else
- log("%s became an administrator.", user->getNick());
- #endif
+ notice(s_GameServ, u, "Password accepted. You now have administrator privledges.");
+ setAdmin(user);
+#ifdef P10
+ log("%s became an administrator.", user->getRealNick());
+#else
+ log("%s became an administrator.", user->getNick());
+#endif
}
- else
+ else
{
- notice(s_GameServ, u, "Invalid password. Remember: case sensitive");
- return;
+ notice(s_GameServ, u, "Invalid password. Remember: case sensitive");
+ return;
}
}
-bool load_monsters()
+bool load_levels()
{
- ifstream infile;
- infile.open("monsters.dat");
-
- char *buf;
-
- if (infile.fail())
+ char *filename;
+ filename = new char[256];
+
+ for (int x = 1; x <= LEVELS; x++)
{
- log("Error opening monsters.dat");
- return false;
+ sprintf(filename, "data/levels/level%d.dat", x);
+ if (levels[x - 1].loadLevel(filename) == false)
+ return false;
}
- init_monsters();
- buf = new char[2048];
-
- #ifdef DEBUGMODE
- log("Loading monsters from monsters.dat");
- #endif
-
- for (int l = 0; l < REALLEVELS; l++)
- {
- for (int m = 0; m < MONSTERS;)
- {
- infile.getline(buf, 2048);
- if (buf[0] == '\n' || buf[0] == '\0' || buf[0] == '#')
- continue;
- else
+
+ delete []filename;
+ return true;
+}
+bool load_monsters()
+{
+ char *filename;
+ ifstream infile;
+ char *buf;
+ buf = new char[2048];
+
+ for (int level = 1; level <= LEVELS; level++)
{
- strcpy(monsters[l][m]->name, strtok(buf, "~"));
- strcpy(monsters[l][m]->weapon, strtok(NULL, "~"));
- monsters[l][m]->strength = stringtoint(strtok(NULL, "~"));
- monsters[l][m]->gold = stringtoint(strtok(NULL, "~"));
- monsters[l][m]->exp = stringtoint(strtok(NULL, "~"));
- monsters[l][m]->maxhp = stringtoint(strtok(NULL, "~"));
- monsters[l][m]->hp = monsters[l][m]->maxhp;
- strcpy(monsters[l][m]->death, strtok(NULL, ""));
- m++;
+ filename = new char[256];
+ sprintf(filename, "data/monsters/level%d.dat", level);
+ infile.open(filename);
+
+ if (!infile)
+ {
+ log("Error opening %s", filename);
+ return false;
+ }
+
+#ifdef DEBUGMODE
+ log("Loading monsters from %s", filename);
+#endif
+
+ while (infile.getline(buf, 2048))
+ {
+ if (buf[0] == '^')
+ break;
+ if (buf[0] == '\n' || buf[0] == '\0' || buf[0] == '#')
+ continue;
+ Monster *temp;
+ temp = new Monster;
+
+ temp->name = strtok(buf, "~");
+ temp->weapon = strtok(NULL, "~");
+ temp->death = strtok(NULL, "~");
+
+ levels[level - 1].monsters.insertAtBack_RLN(temp);
+ delete temp;
+ }
+ delete [] filename;
+ infile.close();
}
- }
- }
- delete [] buf;
-return true;
+ delete [] buf;
+ return true;
}
-// this will be hash.cpp start
-// thank you wcampbel
-unsigned long sHASH(const unsigned char *name)
+item *findItemByID(int id)
{
- unsigned long h = 0, g;
-
- while (*name)
- {
- h = (h << 4) + (*name++); // Case sensitive for numerics
- if ((g = (h & 0xF0000000)))
- h ^= g >> 24;
- h &= ~g;
- }
- return h % U_TABLE_SIZE;
+ list<item*>::iterator item_iterator;
+
+ item_iterator = Items.begin();
+
+ while (item_iterator != Items.end())
+ {
+ if ((*item_iterator)->getID() == id)
+ {
+ return (*item_iterator);
+ }
+ item_iterator++;
+ }
+ return NULL;
}
-unsigned long iHASH(const unsigned char *name)
+item *findStoreItemByID(int id)
{
- unsigned long h = 0, g;
-
- while (*name)
- {
- h = (h << 4) + tolower(*name++);
- if ((g = (h & 0xF0000000)))
- h ^= g >> 24;
- h &= ~g;
- }
- return h % U_TABLE_SIZE;
+ list<item*>::iterator item_iterator;
+
+ item_iterator = store.begin();
+
+ while (item_iterator != store.end())
+ {
+ if ((*item_iterator)->getID() == id)
+ {
+ return (*item_iterator);
+ }
+ item_iterator++;
+ }
+ return NULL;
}
-// this will be hash.cpp end
+tavernItem *findTavernItemByID(int id)
+{
+ list<tavernItem>::iterator item_iterator;
+
+ item_iterator = tavern.begin();
+
+ while (item_iterator != tavern.end())
+ {
+ if ((*item_iterator).getItem()->getID() == id)
+ {
+ return &(*item_iterator);
+ }
+ item_iterator++;
+ }
+ return NULL;
+}